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A Nonny Moose

For the ordinary user who just wants to play the game

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    When you install SimCity 4 Deluxe (for this discussion, if you don't have Deluxe, just omit seeing it) from the disks here is what you get:

    There are two folders created each with several subfolders. First, you get the game resident folder found at:

    C:\Program Files\Maxis\SimCity 4 Deluxe

    This contains several folders. Unless you are an operating system or programming type, mustn't touch.

    The player files are in:

    C:\<userid>\Documents\SimCity 4 Deluxe\

    and this folder will originally contain folders Regions and Plugins. Also a file named SimCity 4.cfg which is the memory of the way you set the game up.

    There will also be a few things in the Registry that you can forget about.

    If you want to install a new plugin or modd, it goes in the player structure

    C:\<userid>\Documents\SimCity 4 Deluxe\Plugins

    And should preferrably be in a separate subfolder that identifies the source or purpose of the modd.

    For example, if you install the Network Addon Mod, the Street Addon Mod, and a few other related stuff you will get this structure

    SimCity 4/Plugins/Network Addon Mod

    ├── Additional Bridges

    │ └── Additional Bridges.txt

    ├── Documentation

    │ ├── 10A.Traffic_Plugin_Files.htm

    │ ├── 10B.Automata_Plugin_Files.htm

    │ ├── 10C.Data_View_Files.htm

    │ ├── 1.README.htm

    │ ├── 2.InstallationInstructionsFile.htm

    │ ├── 3.ContentsFile.htm

    │ ├── 4.HistoryFile.htm

    │ ├── 5.TechnicalNotesFile.htm

    │ ├── 7.Q&A.htm

    │ ├── 9.CreditsFile.htm

    │ └── images

    │ ├── diagonal_streets2.jpg

    │ ├── diagonal_streets.jpg

    │ ├── draggable_glr.jpg

    │ ├── glr_puzzle_pieces.jpg

    │ ├── oneway_puzzle_pieces.jpg

    │ ├── oneway_roundabout.jpg

    │ ├── ped_malls.jpg

    │ ├── puzzle_pieces.jpg

    │ ├── road_roundabout.jpg

    │ └── traffic_volume_view.jpg

    ├── NetworkAddonMod1.dat

    ├── NetworkAddonMod2.dat

    ├── NetworkAddonMod3.dat

    ├── NetworkAddonMod4.dat

    ├── NetworkAddonMod5.dat

    ├── NetworkAddonMod_Automata_Plugin_Standard.dat

    ├── NetworkAddonMod_Bridges_Plugin_Controller.dat

    ├── NetworkAddonMod_Controller_RIGHT_HAND_VERSION.dat

    ├── NetworkAddonMod_IndividualNetworkRULs.dat

    ├── NetworkAddonMod_Locale_english.dat

    ├── NetworkAddonMod_Props.dat

    ├── NetworkAddonMod_Traffic_Plugin_Z_Ultra.dat

    ├── NetworkAddonMod_UI.dat

    ├── NetworkAddonMod_Volume_Data_View_Z_Ultra.dat

    ├── NetworkAddonMod_Zone_Data_View.dat

    ├── Network Widening Mod

    │ ├── images

    │ │ ├── nwmneighbor.jpg

    │ │ ├── nwmnetworks.jpg

    │ │ ├── nwmpavement1.jpg

    │ │ ├── nwmpavement2.jpg

    │ │ ├── nwmstarterdrag.jpg

    │ │ ├── nwmteaser1.jpg

    │ │ ├── nwmteaser2.jpg

    │ │ ├── nwmteaser3.jpg

    │ │ └── nwmteaser4.jpg

    │ ├── NetworkWideningMod.dat

    │ ├── NetworkWideningMod_Locale_english.dat

    │ ├── NetworkWideningMod_LotSupport.dat

    │ ├── NetworkWideningMod_OneWayRoad_Arrow_Texture_Plugin.dat

    │ ├── readme_Network_Widening_Mod.html

    │ ├── SC4Devotion.url

    │ ├── Simtropolis.url

    │ └── uninst.exe

    ├── Plugins

    │ ├── NetworkAddonMod_Additional_Bridges_Plugin.dat

    │ ├── NetworkAddonMod_CanAM_Plugin.dat

    │ ├── NetworkAddonMod_CanAM_Props_SG.dat

    │ ├── NetworkAddonMod_Custom_Highway_Menu_Plugin_Optional.dat

    │ ├── NetworkAddonMod_Custom_Misc_Transport_Menu_Plugin_Optional.dat

    │ ├── NetworkAddonMod_Custom_Rail_Menu_Plugin_Optional.dat

    │ ├── NetworkAddonMod_Diagonal_Streets_Plugin.dat

    │ ├── NetworkAddonMod_FLUPs_Plugin.dat

    │ ├── NetworkAddonMod_FLUPs_Props.dat

    │ ├── NetworkAddonMod_GroundLightRail_Plugin.dat

    │ ├── NetworkAddonMod_GroundLightRailxRoad_Plugin.dat

    │ ├── NetworkAddonMod_GroundLightRailxStreet_Plugin.dat

    │ ├── NetworkAddonMod_High_ElRail_Plugin.dat

    │ ├── NetworkAddonMod_High_Monorail_Plugin.dat

    │ ├── NetworkAddonMod_Light_URail_Puzzle_Plugin.dat

    │ ├── NetworkAddonMod_OneWayRoad_Arrows_Reduction_Plugin.dat

    │ ├── NetworkAddonMod_OneWayRoad_Roundabout_Arrows_Reduction_Plugin.dat

    │ ├── NetworkAddonMod_OverpassUpdate_Maxis_Components_Plugin.dat

    │ ├── NetworkAddonMod_Rail_Viaduct_Style_Red.dat

    │ ├── NetworkAddonMod_Roundabouts_Avenues_Plugin.dat

    │ ├── NetworkAddonMod_Roundabouts_OneWayRoads_Plugin.dat

    │ ├── NetworkAddonMod_Roundabouts_Roads_Plugin.dat

    │ ├── NetworkAddonMod_Roundabouts_Streets_Plugin.dat

    │ ├── NetworkAddonMod_TurningLanes_Avenues_Plugin.dat

    │ ├── NetworkAddonMod_TurningLanes_Extension_Plugin.dat

    │ ├── NetworkAddonMod_TurningLanes_Roads_Plugin.dat

    │ ├── NetworkAddonMod_WideRadiusCurves_Avenues_Plugin.dat

    │ ├── NetworkAddonMod_WideRadiusCurves_Rails_Plugin.dat

    │ ├── NetworkAddonMod_WideRadiusCurves_Roads_Plugin.dat

    │ └── NetworkAddonMod_WideRadiusCurves_Streets_Plugin.dat

    ├── Railway Addon Mod

    │ ├── images

    │ │ ├── STR_01.jpg

    │ │ ├── STR_02.jpg

    │ │ ├── STR_Tutorial_01.jpg

    │ │ ├── STR_Tutorial_02.jpg

    │ │ ├── STR_Tutorial_03.jpg

    │ │ ├── STR_Tutorial_04.jpg

    │ │ ├── STR_Tutorial_05.jpg

    │ │ ├── STR_Tutorial_06.jpg

    │ │ └── STR_Tutorial_07.jpg

    │ ├── RailwayAddonMod_STR.dat

    │ ├── RailwayAddonMod_STR_Locale_english.dat

    │ ├── readme_RailwayAddonMod_STR.htm

    │ ├── zzz_Dual_Rail_Texture_Maxis_Upgrade.dat

    │ ├── zzz_Dual_Rail_Texture_NAM_Upgrade.dat

    │ └── zzz_Dual_Rail_Texture_STR_Upgrade.dat

    ├── SC4Devotion.url

    ├── Simtropolis.url

    ├── Street Addon Mod

    │ ├── images

    │ │ ├── sidewalkmod.jpg

    │ │ ├── Step1.jpg

    │ │ ├── Step2.jpg

    │ │ ├── Step3.jpg

    │ │ ├── street_addon_mod_01.jpg

    │ │ └── street_addon_mod_02.jpg

    │ ├── readme_Street_Addon_Mod.htm

    │ ├── SAM - Core.dat

    │ └── Textures

    │ ├── SAM - 1 - Parking Lots Textures.dat

    │ ├── SAM - 1 - Path Files.dat

    │ ├── SAM - 2 - Herringbone Brick Streets Textures.dat

    │ ├── SAM - 2 - Path Files.dat

    │ ├── SAM - 2 - Type21.dat

    │ ├── SAM - 3 - Path Files.dat

    │ ├── SAM - 3 - PEGs Dirt Road Textures.dat

    │ ├── SAM - 3 - Type21.dat

    │ ├── SAM - 4 - Path Files.dat

    │ ├── SAM - 4 - PEGs Gravel Textures.dat

    │ ├── SAM - 4 - Type21.dat

    │ ├── SAM - 7 - Asphalt Street Textures (Hableurg).dat

    │ ├── SAM - 7 - Path Files.dat

    │ ├── SAM - 7 - Type21.dat

    │ ├── SAM - 8 - Cobblestone Street Textures.dat

    │ ├── SAM - 8 - Path Files.dat

    │ └── SAM - 8 - Type21.dat

    ├── uninst3.exe

    ├── uninst.exe

    ├── uninst_STR.exe

    ├── zzz-MAVE-6_Fix.dat

    └── zzz-NAM Retexture and Cosmetic Mod

    ├── images

    │ ├── teaser1.jpg

    │ ├── teaser2.jpg

    │ ├── teaser3.jpg

    │ └── teaser4.jpg

    ├── NAM_Retexture_and_Cosmetic_Mod_Avenue.dat

    ├── NAM_Retexture_and_Cosmetic_Mod_Avenue_to_RoadStreet_VideoSean.dat

    ├── NAM_Retexture_and_Cosmetic_Mod_OWR2.dat

    ├── NAM_Retexture_and_Cosmetic_Mod_Road.dat

    ├── NAM_Retexture_and_Cosmetic_Mod_SAM7.dat

    ├── readme_Retexture_and_Cosmetic_Mod.htm

    ├── SC4Devotion.url

    ├── Simtropolis.url

    ├── uninst.exe

    ├── zNAM_Retexture_and_Cosmetic_Mod_Streets_Superhands.dat

    ├── zNAM_Retexture_and_Cosmetic_Mod_White_Pedestrian_Crossings.dat

    └── zzzNAM_Retexture_and_Cosmetic_Mod_Culdesac_Plugin_Superhands.dat

    This is what I have at the moment, and all of it was put there by the automatic installers. Handy, eh?

    If you add a new region, it is set up in

    C:\<userid>\Documents\SimCity 4 Deluxe\Regions\<region name>

    None of this is very complicated and can be seen using windows explorer. The tree structure above can be had from opening the console and typing tree <folder name>. You may not get as fancy an output as this without some options.

    Now a region is composed of some control files, namely config.bmp which is a condensed layout of the region, and <region name>.ini which contains the initialization parameters for the region. It is also possible that there is a file <region name>.jpg. If it is present, it is the gray-scale representation of the region's terrain for use by the renderer. The rest should be city files, if any.

    If there are no city files, then you do, in fact need to render (expand) the cities. This is done by opening the game and navigating to the region. The region will open showing the layout from the config.bmp file. At this point you press CTRL+ALT+Shift+R when the renderer is turned on and will give you a dialog box showing your structure. In this box, navigate to the .jpg file, click on it, and click on OK. The renderer will start, and may run for some time. You must not change programs while your machine is doing this or the render will stop.

    If it is a big region, this could take more than an hour.

    It is not a bad idea to turn off any screen savers before you run this.

    If you feel overwhelmed by this, you should spend a little time with the tutorial for windows explorer. It is always good to know how your storage system works.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    The renderer will start, and may run for some time. You must not change programs while your machine is doing this or the render will stop.

    If it is a big region, this could take more than an hour.

    It also depends of the plugins that you have. A game with a lot of plugins will need a lot of time to render even a medium size map. Always remove your plugins from your game if you're going to load more maps, in order to speed up a lot the progress. The only mod that you should have are the landscape mods, that change the colours of the terrain, the cliffs, the beaches and the water. When the rendering finished, the map will have the colours you want and not the Maxis colours ;)


    "If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

    "Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

    "Without deviation from the norm, progress is not possible." - Frank Zappa

    "The wisest men follow their own direction." - Euripides

    Welcome to Fairview, my new city journal *:D

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    There was quite alot of research done by BSC into the loading times for SC4, it was discovered that it was the amount of files which determined load speed and not the size of the files. I reduced my 6600 files to 2000 via datpack and my loading time went from 2min to 20sec. It's also been alot more stable since.


    Check out my CJ Spedbury, here :)

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    Always remove your plugins from your game if you're going to load more maps, in order to speed up a lot the progress. The only mod that you should have are the landscape mods, that change the colours of the terrain, the cliffs, the beaches and the water. When the rendering finished, the map will have the colours you want and not the Maxis colours.

    Terrain mods don't really need to be in the Plugins while rendering either. Once the render is complete, they can be put back with other plugins and will take affect the next time the game is opened.


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    Always remove your plugins from your game if you're going to load more maps, in order to speed up a lot the progress. The only mod that you should have are the landscape mods, that change the colours of the terrain, the cliffs, the beaches and the water. When the rendering finished, the map will have the colours you want and not the Maxis colours.

    Terrain mods don't really need to be in the Plugins while rendering either. Once the render is complete, they can be put back with other plugins and will take affect the next time the game is opened.

    True, but texture mods, for water for example, should be present. I have a very small plugin suite, so it is not an issue for me, but a large memory presence with plugins is a drawback because the renderer will use all the memory it can get. If it has to be paged, it will slow it down, how drastically depends on what it has to work with.

    The point about load time for the game is somewhat irrelevant to this thread which is about installation residency mostly, but it does raise a good point. I can't get Datpacker to run on my machine because of some arcane problem with python, but I do use files2dat (ilive) which is apparently written in C. Also, removing any documentation and other garbage from your plugins reduces the number of files that have to be checked when the plugins are loading. I keep mine in my Downloads folder (not the one in the game structure). The management of plugins has been addressed in several threads already.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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