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wyllman

mod_wyllman_globalmod.patch (v0.3.0)

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Hi people,

  i created a mod of general changes, it isn´t in final version but i think it works well.

I´m in test and fix phase, if anyone want prove it you can found it in google project.

code.google.com/p/citiesxlmods/downloads/detail

This mod contains my favorite mods and ohters changes.

I thank the work done by CitiesXS staff, Globlex, kiwispanker, jeremy12 and the rest of people whose waste her time

doing mods or testing it.

For the moment it contains this mods:

- [Mod] Kameramod, version Lowshadow (Authors: Haltendehand, Gobo77, Oliver (ich)) 

    www.citiesxs.net/forum/index.php/topic,958.0.html  (fixed camera movement in globalmod)

- [Mod] Snapping streets and heights (Author: nashville nelson)

    www.citiesxs.net/forum/index.php/topic,629.0.html

- [Mod] Bridge Height Mod (Author: nashville nelson)

    www.citiesxs.net/forum/index.php/topic,1002.0.html

- [Mod] Singleplayer Trade Mod (Author: Okeanos)

    www.citiesxs.net/forum/index.php/topic,598.0.html (personal prices in globalmod)

- [Mod] Bulldozer Mod (Author: itsthemuffinman)

   www.citiesxs.net/forum/index.php/topic,935.0.html

- [Mod] Extra Terraforming Optionen (Author: Pharmist)

  www.citiesxs.net/forum/index.php/topic,980.0.html

- [Mod] Neue Plazas Mod, versions new_plazas_3.5.patch and  new_plazas_3.6.larger.patch

      (Authors: gobo77, haltendehand, malaya and Oliver)

   www.citiesxs.net/forum/index.php/topic,1069.msg33045.html#msg33045 (Added english and french texts in globalmod)

I add too this game changes:

- Unlock Pack Medieval (thanks to root.patch)

- Add two buttons to region screen

- Add 20 map to planet (in two new buttons)

- Activate chinatown button

- Add 40 blueprints as blueprints in chinatown buttons (thanks to root.patch)

- Add 37 landmarks in chinatown buttons

Bye and be happy.

PD: A suggestion to all, allways you test a new mod,

before placing it in the pack folder, MAKE A BACKUP OF YOUR CREATED CITIES

Updates List:

- v0.1.51:

Improved camera movement with the new angles

Added missing texts in different languages.

- v0.1.57:

global mod only add region7 and region8 so you can change regions 1 to 6 or add region9, region10 ...

- v0.1.94:

Fixed display problems of the buttons "medieval" and "Chinatown"

- v0.1.107:

Added Nashville Nelson´s "San Francisco" map to New Russia (As a new map, not overwrite map)

www.citiesxs.net/forum/index.php/topic,1382.msg33776.html#msg33776

-v0.1.111:

Added Wyllman´s "Warcraft II Map" to New Russia (As a new map)

citiesxlgame20100717043.th.jpgcitiesxlgame20100717042.th.jpgcitiesxlgame20100717042q.th.jpgcitiesxlgame20100717042.th.jpgcitiesxlgame20100717042y.th.jpgcitiesxlgame20100717042h.th.jpgcitiesxlgame20100717042b.th.jpg

-v0.1.113:

Delete "Warcraft II Map"´s underwater trees, fix some map texts

levelscreen0002.th.jpg

-v0.1.120:

Fixed issue where road link to "shipyard"

Solved the problem of duplication of landmarks

Added the map "Russian Steppe" to "New Russia"

citiesxlgame20100730194.th.jpgcitiesxlgame20100730175t.th.jpgcitiesxlgame20100730175b.th.jpgcitiesxlgame20100730175jg.th.jpg

citiesxlgame20100730175y.th.jpgcitiesxlgame20100730175a.th.jpgcitiesxlgame20100730175.th.jpg

-v0.2.0:

Added 6 maps:

1.Hong Kong

citiesxlgame20100804213.th.jpgcitiesxlgame20100804213l.th.jpgcitiesxlgame20100804214.th.jpgcitiesxlgame20100804214q.th.jpgcitiesxlgame20100804215.th.jpg

2.New York (without roads)

citiesxlgame20100804213.th.jpgcitiesxlgame20100804214.th.jpgcitiesxlgame20100804214y.th.jpgcitiesxlgame20100804214k.th.jpgcitiesxlgame20100804214d.th.jpg

3.Paris (without roads)

citiesxlgame20100804213.th.jpgcitiesxlgame20100804214.th.jpgcitiesxlgame20100804214p.th.jpgcitiesxlgame20100804214s.th.jpg

4.Omnicorps Islands

citiesxlgame20100804213.th.jpgcitiesxlgame20100804215.th.jpgcitiesxlgame20100804215.th.jpgcitiesxlgame20100804215f.th.jpg

5.Green Valley (defaultlandscape.land)

citiesxlgame20100804213.th.jpgcitiesxlgame20100804214.th.jpgcitiesxlgame20100804214t.th.jpgcitiesxlgame20100804214.th.jpg

citiesxlgame20100804214o.th.jpgcitiesxlgame20100804214b.th.jpg

6. Volcano High (mountainvolcano_01.land)

citiesxlgame20100804213.th.jpgcitiesxlgame20100804214.th.jpgcitiesxlgame20100804214q.th.jpgcitiesxlgame20100804214.th.jpgcitiesxlgame20100804214x.th.jpgcitiesxlgame20100804214.th.jpg

-v0.2.1:

Fixed some problems with Paris Map

-v0.2.2:

I have reduced globalmod to 17mb.

-v0.3.0:

I have added a duplicate of "medievalroad" to the button, chinatown roads.(as a new road)

citiesxlgame20100812001.th.jpgcitiesxlgame20100811234.th.jpgcitiesxlgame20100812025.th.jpg

PD: All author of "Cities XS.net" mods let me to use it in my mod by mp or in his english forum. Thanks them again!!!44.gif

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Hey Wyllman,

I don't want for one second to discourage any mods as it's fantastic to see the burst in activity that's taken place in recent weeks. I've I've got a concern, it's that it looks as if a lot of the content is what we already have available in unlocker/sandbox and that global would likely not work well with those other mods. Whilst I appreciate that there's stuff in there that may not be in unclocker/sandbox (u/sb), it seems that people will need to choose between them.

Would it not make more sense to have a common base of u/sb (as they've taken off are are widely used here) and therefore build everything else to work from them? That way, nobody will need to miss out on any content, there will be no worries about incompatibility and we can all focus on unlocking different things rather than doing the same thing 4 different ways.

If I've misunderstood then I'm very sorry indeed. As I say, I don't want to discourage you or to seem to be trolling - I'll happily remove the post if you want. It just seems to me that if we all work together then we'll achieve far more.

Tom.

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  • Original Poster
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    Originally posted by: mr-tom

    Hey Wyllman,

    I don't want for one second to discourage any mods as it's fantastic to see the burst in activity that's taken place in recent weeks. I've I've got a concern, it's that it looks as if a lot of the content is what we already have available in unlocker/sandbox and that global would likely not work well with those other mods. Whilst I appreciate that there's stuff in there that may not be in unclocker/sandbox (u/sb), it seems that people will need to choose between them.

    Would it not make more sense to have a common base of u/sb (as they've taken off are are widely used here) and therefore build everything else to work from them? That way, nobody will need to miss out on any content, there will be no worries about incompatibility and we can all focus on unlocking different things rather than doing the same thing 4 different ways.

    If I've misunderstood then I'm very sorry indeed. As I say, I don't want to discourage you or to seem to be trolling - I'll happily remove the post if you want. It just seems to me that if we all work together then we'll achieve far more.

    Tom.quote>

    Hi Tom,

     i create this mod for me. I try to create it compatible with globlexco mod and all mod i can, because i do test with all mods i can download :-D

    GloblexCo mod and this together doesn´t have problems in my game, of course, i always open to fix bugs but i didn´t

    found yet.

    For example the blueprints in chinatown button aren´t the "same" ingame blueprint so you can change the

    original blueprint without fear of this mod "corrupt" this change.

    bye and be happy

    On the other hand, I used the minimum number of code changes. I've only just changed the functions i need in mod and in most cases to an external file, that does not interfere with future changes in other functions.

    One final note, I've always offered information about the changes that I was getting and the files if you want to do it too.

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    Posted:
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    Thanks Wyllman,

    That's really reassuring.

    If you want any testing done, give me a shout.

    Tom.

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    Originally posted by: mr-tom

    Thanks Wyllman,

    That's really reassuring.

    If you want any testing done, give me a shout.

    Tom.quote>

    Your welcome,

      if you use this mod and found a problem, bug, incompatibilities or simple suggest, please, tell me,

    i apreciate it very much. I´ll try to do a better game not become me "famous"   ;-)

    Thank you for your time too and have fun!!!

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    Posted:
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    i never liked using the camera mod because of MC's super sensitive mouse problem, and i'm sure that's why a lot of people were put off from such a great mod; however, with permission of the authors of course, you could update the mod (camera.cfg, i think) to control the speed of the mouse yaw and pitch. i believe i set mine to 1.0 (instead of MC's stupidly configured 2.0); even slightly less numbers would do.

    if people would like a mod just to control speed, not for adding cameras i could supply that mod as well...but it probably won't work with the camera mod (unless we can seperate them somehow)

    good luck.

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    Originally posted by: kiwispanker

    i never liked using the camera mod because of MC's super sensitive mouse problem, and i'm sure that's why a lot of people were put off from such a great mod; however, with permission of the authors of course, you could update the mod (camera.cfg, i think) to control the speed of the mouse yaw and pitch. i believe i set mine to 1.0 (instead of MC's stupidly configured 2.0); even slightly less numbers would do.

    if people would like a mod just to control speed, not for adding cameras i could supply that mod as well...but it probably won't work with the camera mod (unless we can seperate them somehow)

    good luck.quote>

    JEJEJEJE It is just i do now, and i think i solve the "problem" but i continue work on it.

    This is part of test and fix phase ;-)

    You can press "ctrl key + up arrow" or "ctrl key + down arrow" to change "pitch" angle

    Finaly, like kiwispanker said i reduce (yawspeed) and (pitchspeed) and the mouse camera move work better.

    You must to move mouse carefuly but it´s not imposible to do it and you can always move the camera with

    keyboard.

    More little changes, i add all missing text i can found.

    I change the name and image of the two new region button.

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    Posted:
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    Hi wyllman, you are great;-)

    Your (mod_wyllman_globalmod.patch )is compatible with CXL Unlocker v2 mod more Addon patch?

    Because there are two buttons in more with his 12 maps.........but there aren't the maps of the other mod!!!

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    I think both are compatible, i don´t found troubles but i only have one city build in the planet, i can enter in all cities.

    My doubt is if global mod is compatlible with "ALL" cities created before install it.

    umm... i´ll try to do it as i did with blueprints, in a few days i will update this mod

    Finaly it was more easy than i think, now global mod only add region7 and region8 so you can change regions

    1 to 6 or add region9, region10 ....

    You can see now all maps added by globexco mod and kiwi update.

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    Posted:
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    Originally posted by: wyllman

      ..........................now global mod only add region7 and region8 so you can change regions

    1 to 6 or add region9, region10 ...............

    You can see now all maps added by globexco mod and kiwi update.

    quote>

    How I do to add etc region 9,10...........?!

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    Originally posted by: Tanzy70s

    Originally posted by: wyllman

      ..........................now global mod only add region7 and region8 so you can change regions

    1 to 6 or add region9, region10 ...............

    You can see now all maps added by globexco mod and kiwi update.

    quote>

    How I do to add etc region 9,10...........?!

    quote>

    This .rar has the basic files to create region7 and region8 (In your mod, of course)

    code.google.com/p/citiesxlmods/downloads/detail

    Also you can unpack my mod and open "data/design/script/zz_mod_global/mod_a_mapas.lua" and

    "data/design/script/zz_mod_global/soloslotlist.data"

    You can follow this "steps" to add more regions, good luck

    If you have more questions, simply ask and i´ll try to help you

    The last update: I fix the visual problem with packs buttons

    bye

    PD: v0.1.107: Added Nashville Nelson´s "San Francisco" map to New Russia (As a new map, not overwrite map)

    PD: v0.1.111:I followed the "cities xs" tutorials to create a map.

    Here is the result. The map has been added to the region "New Russia" as a completely new map.

    Updated in globalmod.

    citiesxlgame20100717043.th.jpgcitiesxlgame20100717042.th.jpgcitiesxlgame20100717042q.th.jpgcitiesxlgame20100717042.th.jpgcitiesxlgame20100717042y.th.jpgcitiesxlgame20100717042h.th.jpgcitiesxlgame20100717042b.th.jpg

    -v0.1.113:

    Delete underwater trees, fix some map texts

    levelscreen0002.th.jpg

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    Unlocked 6 more maps, now globalmod add 20 maps to offline game

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    Posted:
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    Hi Wyllman,

    Your mod is fantastic! Thanks for sharing it. However, could you make a version of your mod with only the maps? That would be great!

    I speak spanish, by the way.

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    Do you prefer the maps in the two regions added by me or distributed in the original regions of Monte Cristo?

    Last update:

    -v0.2.1:

    fixed some problems with Paris Map

    Bye and be happy

    PD: Por curiosidad, que parte de globalmod prefieres no usar??

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    Posted:
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    First question: Both of them!

    PD: Entre los primeros mods de Cities XS hay algunos (Kameramod) que yo no quiero, y contenido como el pack medieval ya lo tengo con el Unlocker de Globexco. Adem

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    I have reduced "globalmod" to 17mb in version 0.2.2 and i have reduce "20maps" to 14mb too.

    Bye and be happy

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    I finally managed to add custom streets to game, a lot of files for one street but it´s done. The following is to use photoshop and new textures and more different streets and ... 17.gif

    -v0.3.0:

    I have added a duplicate of "medievalroad" to the button, chinatown roads.(as a new road)

    citiesxlgame20100812001.th.jpgcitiesxlgame20100811234.th.jpgcitiesxlgame20100812025.th.jpg

    Bye and be happy

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