Jump to content
MandelSoft

LRM (Light Replacement Mod) - Support, Development and Discussion

323 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

While I was scrolling through the Parks menu for the ploppable streetlights, about halfway through the menu icons, the game freezes. It's not a CTD, it just says "Not Responding" in the Task Manager. Is there any reason for this?!


Check out

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Yep, my problem is same as Brad88's.


  Edited by 2farnorth  

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    While I was scrolling through the Parks menu for the ploppable streetlights, about halfway through the menu icons, the game freezes. It's not a CTD, it just says "Not Responding" in the Task Manager. Is there any reason for this?!

    Does this happen everytime or just once? I did experience some random game freezes of my own, but it was not while doing this specificly.

    It may help if you remove a few ploppable streetlight sets. See if that helps


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Mrtnrln: It happens every single time.

    • Like 1

    Check out

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    i to have the crash problem my whole system just hangs have to hard reset! its exactly as Aaaling said when the ploppable appear in the menu HANG lol! but it is great mod looks wicked! hope its good news with the lappy

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I have actually no idea what causes the freezing-problem. I use all sets at once myself and I have no problems whatsoever, so I can't replicate the bug...

    Anyway, still waiting for my PC. I think it's going to take weeks to get it back all repaired :uhm:


      Edited by mrtnrln  

    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This cant be right.

    thiscantberight.jpg

    I used to have the USL. But I believe I deleted every trace of it. Might it be incompatible with something else?


    (\__/)

    (='.'=) This is Bunny. Copy and paste bunny into your

    (")_(") signature to help him gain world domination

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You "believe" you have deleted it all? Have you checked with totally empty plugins folders? Any incompatibilities can only arise if some parts of the LRM remain inside your plugins folder, and I think I remember that Maarten listed incompatible mods in the documentation.

    Another thought: Have you tried re-drawing some roads? Maybe the game needs some interaction to "update" the road sections in question.

    EDIT:

    OK, forget it. See Maarten's reply below.


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    This cant be right.

    thiscantberight.jpg

    I used to have the USL. But I believe I deleted every trace of it. Might it be incompatible with something else?

    This problem has been reported before on page 1. I know what the problem technically is (missing textures), but I don't have the means right now to fix it (Darn you, broken PC! >:( ). You may want to try install the Maxis Night Light cones from the USL. See if that fixes the missing textures.


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hi Maarten,

    the FSH textures in the Maxis Night files are .... 5dff785x but the S3Ds in this .dat point to ..5dff775x textures (these are the ones in the Darknite.dat). I have renumbered these in Reader as .. 5dff775x and that has fixed the problem. This is a quick workaround should others need it.

    Other than than it works very well - thank you.

    cheers Ron

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Is there anyway to have different color lights? I am using the USA style lights and they all emit a white light, whereas in real life most USA lights are amber or orange colored. I used to use a Uniform Light mod that gave me all these great light colors, but this mod offers me uniformity with my light posts across wealths, but only white lights. Am I missing something?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hi Maarten,

    the FSH textures in the Maxis Night files are .... 5dff785x but the S3Ds in this .dat point to ..5dff775x textures (these are the ones in the Darknite.dat). I have renumbered these in Reader as .. 5dff775x and that has fixed the problem. This is a quick workaround should others need it.

    Other than than it works very well - thank you.

    cheers Ron

    Ah, so that was the problem. I thought that all textures were missing. Thanks for spotting that. Would you mind to post the fix here? (since I don't have access to my PC right now.)

    EDIT: Thank you!

    Is there anyway to have different color lights? I am using the USA style lights and they all emit a white light, whereas in real life most USA lights are amber or orange colored. I used to use a Uniform Light mod that gave me all these great light colors, but this mod offers me uniformity with my light posts across wealths, but only white lights. Am I missing something?

    Really? I thought the US used mainly white lights, but then again, I've never really been to the US, so everything I know is from pictures. I may work on some amber coloured variants when I get my PC back...


      Edited by mrtnrln  

    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yeah, the US uses more amber and orange lights and white lights...that would be awesome if you could create some different color variants. Good work on the rest of the mod, though. Interesting to see the lights in places they weren't before, like in the median of the AVE-2 as opposed to the sides...

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hey thanks for the replies.

    The light cone file fixed everything!


    (\__/)

    (='.'=) This is Bunny. Copy and paste bunny into your

    (")_(") signature to help him gain world domination

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thanks for uploading the file, I couldn't wait much more to see it it in action!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Wanted to pop in and say great mod! and thanks for posting the updated file for hte maxis light cones, much appreciated.

    I've been experimenting with the various light poles, coming across some anomolies, and wanted to share some findings for improvement or verification that I am not crazy.

    1) Luxemburg props.models missing? I get boxes when I choose them for my Ave overrides and for the ploppable lots.

    2) I selected the Cities XL style for my bridges and for the OldMedSuspension Bridges. The two files are in the overide folder, LRMv4_Lights_Bridges_CXL_Cl.dat and LRMv4_Lights_MedSuspBridges_CXL_Cl.dat, but the old maxis style poles show up instead. I do have the model file LRMv4_Models_Streetlights_CitiesXL.dat and LRMv4_Props.dat in the plugins.

    If I select USA Mixed Styles for Bridges the light poles are correct.

    3a) I need to experiment with this one a little more to be positive, but I think

    on NWM $$$ I selected the Cities XL, but am getting the NFSU Jackson Heights appearing instead

    3b) I need to experiment with this one a little more to be positive, but I think

    on roads $$$ I selected the Generic Old Town (2lights) LRMv4_Lights_RD_$$$_GEN_OT2.dat, but am getting the NFSU Jackson Heights appearing instead

    it may be possible that I have the wealth wrong and that they really are roads $$ that have not matured to $$$, in this case for I selected LRMv4_Lights_RD_$$_USA_Gen.dat and am getting NFSU Jackson Heights.

    The lower $ wealth is showing the correct selection that I made.

    << EDIT 1: Confirmed it is the $$$ road. $ and $$ road seem to work properly>>

    << EDIT 2: Changed out the LRMv4_Lights_RD_$$$_GEN_OT2.dat for LRMv4_Lights_RD_$$$_CXL_Cl.dat. Once I did that the lights on both road and NWM are now correctly showing the Cities XL lights in my $$$ zones.

    << Edit 4: to add bullet 4 >>

    4) Finally got my AVE-4 to upgrade to $$$.

    The lower $ and $$ stages showed the correct lamp posts, but when I went to $$$ I selected to have LRMv4_Lights_AVE-4_$$$_CXL_Cl.dat but it is showing the green Germany Luneberger Heide posts instead.

    -Pezz


      Edited by pezzajn  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks for your detailed bug report, Pezz! I'll see if I can fix some of these bugs together with other reported bugs as soon as I get my PC back. I think there is enough to fix to release a version 4.1 when I'm done with fixing.

    About your bug reports:

    1) I'm going to check if they are missing here.

    2) Seems like I should be checking the exemplars here.

    3a) Ah, I think a copy-paste error sneaked in here. That can happen easily when you're dealing with 500+ files...

    3b) Idem dito.

    4) Idem dito.

    Best,

    Maarten

    • Like 1

    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm not too sure, but should this be happening?

    -Some lamposts facing the wrong direction(EX.: A lamp post is facing and lighting the sidewalk instead of the street.):

    post-396378-0-19022200-1327784811_thumb.

    -Some lamp posts don't have light generating from them.(EX: A part of the street have no light while some other lamposts have light generating on to the street.)

    -And lastly, do some lamp posts that have two side lamps, like Imaginia Brinasken for example, be on a street rather than on a avenue?:

    post-396378-0-37440900-1327784816_thumb.

    Could haved posted another pic about the second one, but limited to 500K so I only picked the ones that concerns me more.

    So I think that's all.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thanks for your detailed bug report, Pezz! I'll see if I can fix some of these bugs together with other reported bugs as soon as I get my PC back. I think there is enough to fix to release a version 4.1 when I'm done with fixing.

    Glad I can be of some help in anyway. I give you tons of credit for good work and keeping it all straight given the number of light pole to network permutations.

    Also, noticed in the installer for AVE-4 High $$$ wealth that it gives the option to select the NFSU Jackson Heights, but it is the file for the NFSU Beacon Hills that gets copied. Looks like a fix in the installer to identify installing the Beacon Hills instead of the Jackson Heights would clear that up.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    First of all, I would like to say thank you so much for this pack. I really enjoy all of the options and ability to customize different lights for different street types. Also, thank you for the update with the rainbow light cones fix! I have 2 questions/comments. I am at my cabin with a really slow internet connection, so I can send some pics when I get back to the city if needed.

    1. When using the ploppable lights, sc seems to add another streetlight directly across from the one you plopped and usually its a different style than the one you plopped. Anyone else notice this or have any ideas to eliminate this?

    2. I am using the Maxis light cones and I notice when I have lots that have several street lights close together, the cones are very very bright and wash out the lot...Does anyone else have this issue? This mod is such great quality, if it is an issue, would love to see this corrected.

    Thank you again for the mod and detailed readme!

    Gary

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @gspang4207:

    Regarding 1) you may have installed two types of overrides for the same network type and wealth. For example look in the override folder to see if you have two files that begin the same way before annotating the light type. Such as for example having both:

    LRMv4_Lights_ST_$$$_GEN_OT2.dat

    and

    LRMv4_Lights_ST_$$$_GEN_USA_CBD.dat

    this would result in having both light poles appear randonly on the streets.

    Regarding 2) Yeah I noticed the same thing.

    and I have two new ones for Maarten.

    I have LRMv4_Lights_ST_$$$_GEN_OT2.dat loaded, and the result is to show the light pole for GEN_OT1.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @gspang4207:

    Regarding 1) you may have installed two types of overrides for the same network type and wealth. For example look in the override folder to see if you have two files that begin the same way before annotating the light type. Such as for example having both:

    LRMv4_Lights_ST_$$$_GEN_OT2.dat

    and

    LRMv4_Lights_ST_$$$_GEN_USA_CBD.dat

    this would result in having both light poles appear randonly on the streets.

    No, that doesn't happen, since they override each other, only the one that loads last will appear.

    Regarding gspang4207's problem 1) This happens when you place ploppable lights right next to a maxis network, like the roads, avenues, street, etc. However, if you place them right next to a RHW, this will not occur.

    Regarding problem 2) This problem can be very well explained. You see, each lamp post has a light cone of 64m in diameter to make an evenly spread light coverage. However, when you place them close together, these lights can easily get oversaturated, resulting in a bright spot. There's nothing I can do about that issue without giving up the proper functionality...

    Best,

    Maarten


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Regarding gspang4207's problem 1) This happens when you place ploppable lights....

    Somehow misread the whole point that he said "ploppable". That's what I get for reading with tired eyes and the two kids carrying on in the background.:blush:

    Also thanks for clearing up my earlier misconception with the load order for the lightpoles (this was of course under the same environment as noted above and thinking he was talking about the overrides). I should have :read: more carefully.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Love your work on the LRM, I adore the dutch middle highway lights (the one on the cables).

    I was wondering, I have quite some BATS from here and some of them are insanely bright using the LRM v4.0. Any chance on that in an update certain lights are a bit dimmed? Plazas are a perfect example in this case. They are so bright you can't even see the plaza itself.

    Otherwise, awesome mod!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm also having the same problem regarding the park menu and the ploppable lights. It happens all the time.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I noticed the immense brightness of some BATs too. This is how my bikepaths look, for example:

    lrm.png

    Also, sometimes, the alleyways behind row homes are even brighter than the streets:

    lrm2.png

    It's a pity, because apart from this, it's a very good mod.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Maarten,

    A few post back I said:

    4) Finally got my AVE-4 to upgrade to $$$.

    The lower $ and $$ stages showed the correct lamp posts, but when I went to $$$ I selected to have LRMv4_Lights_AVE-4_$$$_CXL_Cl.dat but it is showing the green Germany Luneberger Heide posts instead.

    In the installer you give the option to select having avenue light placement on either the avenue median or on the avenue sides. I should of let you know that this on the medians not the sides of the avenue.

    I isolated the issue a bit further with some experimenting.

    The light issue described in my earlier post occurs for when I have "T21_Avenue_MedianLights.dat" installed in the \LRMv4 Replacement Sets\T21 Mods folder.

    If I have "T21_Avenue_SideLights.dat" installed in the \LRMv4 Replacement Sets\T21 Mods folder the selected $$$ Cities XL Classic lights show correctly on the avenue sides.

    - jack


      Edited by pezzajn  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    OK, now I have my PC back up and running again, I have started working on bugfixes. I have to change faulty exemplars later, but for now, here you have some dimmed versions of the once "over-saturated" light sets. Try it and see if it helps.

    Best,

    Maarten

    LRMv4_Lights_LOT_$$$_Dimmed.zip

    LRMv4_Lights_LOT_$$_Dimmed.zip

    LRMv4_Lights_ST_$$$_Dimmed.zip


    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections