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I'm pleased with the progress so far! I'm glad I didn't need to crack the binary data again this time around -.-;

 

Does anyone know what scripting language they used to drive agents? I'd bet they are all pre-compiled, which sucks.

 

I'd also love any information that can be dug out regarding the road network system. I see they have lanes specified, this is so very similar to how I modeled it for Boomtown, glad I was on the right path with my models.

 

What things can and can not be changed regarding the 'ecogame'? Can, for example, the max happiness for a building be increased without causing issues with the servers?

 

Pretty sure its javascript.


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

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Any editing of transforms using the lot editor seems to cause scpak to freeze up and crash

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    @ProcsKalone - that's weird, I've never had any problem with the transforms. Which index are you trying to edit? Maybe this is one specific case where the program goes into an infinite loop or something...

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    Pretty much I am trying to move all the carparks/trees on the trainstation (0x00b1b104-0x40e1c000-0x8357b87f) to a rotated 180 degree position. Im not sure why it freezes up really if I could provide anything more to help you figure it out let me know (if possible steps to get you said info because I am kind of daft in this area on bug reporting)

    edit: Also I assume you could use the var props im trying to change: the ecoUnitBinDrawIds 4 to13 pretty much's transforms

     

    edit2: I should further say, manually editing the transform works ( IE: edfiting the value through the matrix, pencil icon) BUT draggin in the LOT doesnt work and to be honest I havent wrapped my head around how the matrixes work and manually repositioning em has so far broken my head and was looking for a nice drag and save feature :P

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    I'm pleased with the progress so far! I'm glad I didn't need to crack the binary data again this time around -.-;

     

    Does anyone know what scripting language they used to drive agents? I'd bet they are all pre-compiled, which sucks.

     

    I'd also love any information that can be dug out regarding the road network system. I see they have lanes specified, this is so very similar to how I modeled it for Boomtown, glad I was on the right path with my models.

     

    What things can and can not be changed regarding the 'ecogame'? Can, for example, the max happiness for a building be increased without causing issues with the servers?

     

    Pretty sure its javascript. javascript is used for the UI. there is a custom language for the rule,see an example in the section about units in this video:http://www.gdcvault.com/play/1017948/Exploring-SimCity-A-Conscious-Process

    what I find strange is that the amount of stuff (like pollution) is hardcoded into the rules but these values also appear in PROP files, which seems pointless and suggests to me that the values we see in game are completely different to the ones in the rules, which goes completely against "what you see is what is simulated"

    (assuming the example isn't simplified from reading values from PROPs)

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    I'm pleased with the progress so far! I'm glad I didn't need to crack the binary data again this time around -.-;

     

    Does anyone know what scripting language they used to drive agents? I'd bet they are all pre-compiled, which sucks.

     

    I'd also love any information that can be dug out regarding the road network system. I see they have lanes specified, this is so very similar to how I modeled it for Boomtown, glad I was on the right path with my models.

     

    What things can and can not be changed regarding the 'ecogame'? Can, for example, the max happiness for a building be increased without causing issues with the servers?

     

    Pretty sure its javascript. javascript is used for the UI. there is a custom language for the rule,see an example in the section about units in this video:http://www.gdcvault.com/play/1017948/Exploring-SimCity-A-Conscious-Process

    what I find strange is that the amount of stuff (like pollution) is hardcoded into the rules but these values also appear in PROP files, which seems pointless and suggests to me that the values we see in game are completely different to the ones in the rules, which goes completely against "what you see is what is simulated"

    (assuming the example isn't simplified from reading values from PROPs)

     

    the rules are most likely hard coded but from a coders view point why write one rule for each unit when you can use one rule for several units.

     

    i have found instance ids in props related to buildings that controls the amount of pollution that unit produces and even its rate

     

    also the values he used in the movie is most likely skewed to make the presentation easier


    Weird things seems to get easier the more i do it... is that a bug?

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    @warrior - I'm pretty sure that the example is simplified for demonstration purposes - while the rules are definitely "hard coded" (not so much into the .exe, but rather into compiled files), all variables are defined in the property files to make tuning possible. Everything from bin sizes to agent speed to worker amounts are variables that are first being read from property files and then used in the actual rules. This would allow a certain amount of community driven tuning but so far I've found that any variable change that could possibly be used in rules (such as costs, bin capacity etc.) always leads to rollbacks.

     

    This really makes me wish that we had an offline mode, because even without being able to change any rules, there's so much possibilities there for improving the game - but it is what it is, and I'm still optimistic that at some point  (possibly the first expansion pack, if there's going to be one) an offline single player mode will be added.

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    @warrior - I'm pretty sure that the example is simplified for demonstration purposes - while the rules are definitely "hard coded" (not so much into the .exe, but rather into compiled files), all variables are defined in the property files to make tuning possible. Everything from bin sizes to agent speed to worker amounts are variables that are first being read from property files and then used in the actual rules. This would allow a certain amount of community driven tuning but so far I've found that any variable change that could possibly be used in rules (such as costs, bin capacity etc.) always leads to rollbacks.

    I hear more people speaking about those hardcoded rules. I would be very much interested in getting a bit more insight in that. If anyone cares to share I might want to continue the research.

     

    This really makes me wish that we had an offline mode, because even without being able to change any rules, there's so much possibilities there for improving the game - but it is what it is, and I'm still optimistic that at some point  (possibly the first expansion pack, if there's going to be one) an offline single player mode will be added.

    'Saving mode' is still something to be done I think. Seeing what I see, I think this might be most interesting research to look in to. If I understand correctly, something like this will create a lot of new possibilities?

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    While I was poking around the debug menu editor thing, I'm pretty sure I saw a save dialog, maybe the game is capable of saving games locally but the UI is just hidden/disabled? Though I could be wrong and the save could be referring to something else. I think if we can get an offline mode working that doesn't involve intercepting traffic to servers and stuff we should at least try.

    Also there are some rules for the DLC which are not compiled but have the compiled form as well? (I did this months ago and my memory isn't great, so I may have got this wrong). I then took FNV hash values of a lot of the words in the file and wrote some code to scan the compiled version for the hash values. It found quite a few results, I never got a chance to take it further because I have exams currently (though afterwards I've finished school completely so don't have to go back and Uni starts in October so I have a long holiday to do stuff like this :))

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    i just discovered that the naming of the package files is very important for instance my "street for busses" mod its files are named "Universalstreet_Menu" and "Universalstreet_Menu".

     

    Now i have had a problem with this mod since i couldn't' get it to use the graphics i wanted. now whilst doing some experimentation i usually use random names for files and whilst trying to get it to work as i wanted i had used the name "56.package" and i finally got the graphics to work.

     

    now i renamed the file "56" to the correct name "Universalstreet menu.package" and then updated my mod post. Now just to be sure i uploaded the right i file i downloaded it and installed it and tried it out AND lo and behold.... it failed DAMN!

     

    This caused me some frustration since i know i got it to work so after some thinking i thought that it could be a loading order thing and renamed the file with a "1" at the the beginning of its file name and suddenly it worked.

     

    Summary: 

    The filename one use can affect what the game load i recommend one start ones mod file names with a number 


    Weird things seems to get easier the more i do it... is that a bug?

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    @Felgard - I had the same problem at some point, and I came to the conclusion that the files are being read in alphabetic order - and anything that's being read before the SimCity_Game (and so on) packages takes precedence over the ones that are being read later. This is why I prefix all of my package files with 'Oppie_'.

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    @Felgard - I had the same problem at some point, and I came to the conclusion that the files are being read in alphabetic order - and anything that's being read before the SimCity_Game (and so on) packages takes precedence over the ones that are being read later. This is why I prefix all of my package files with 'Oppie_'.

    could have told us. anyways besides that i am having some problems with the transform properties not saving correctly and looking at it in the source code i can tell why

     

    you have misspelled some of the lines in the "private void btnSave_Click(object sender, RoutedEventArgs e)" function


    Weird things seems to get easier the more i do it... is that a bug?

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    @Felgard - Can you tell me which lines specifically I've misspelled? I've been looking at the function and it seems fine to me. I've checked in a fix for the transforms not saving properly, but if there's anything else wrong in the code, might as well fix that before a new error shows up.

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    @Felgard - Can you tell me which lines specifically I've misspelled? I've been looking at the function and it seems fine to me. I've checked in a fix for the transforms not saving properly, but if there's anything else wrong in the code, might as well fix that before a new error shows up.

    it was the not saving properly so in a sense it was not misspelled but rater misplaced integers

     

    these lines

                    EditProperty.Matrix[0] = float.Parse(txtM11.Text);
                    EditProperty.Matrix[1] = float.Parse(txtM12.Text);
                    EditProperty.Matrix[2] = float.Parse(txtM13.Text);
                    EditProperty.Matrix[3] = float.Parse(txtM21.Text);
                    EditProperty.Matrix[4] = float.Parse(txtM21.Text);
                    EditProperty.Matrix[5] = float.Parse(txtM22.Text);
                    EditProperty.Matrix[6] = float.Parse(txtM33.Text);
                    EditProperty.Matrix[7] = float.Parse(txtM31.Text);
                    EditProperty.Matrix[8] = float.Parse(txtM32.Text);
                    EditProperty.Matrix[9] = float.Parse(txtM43.Text);
                    EditProperty.Matrix[10] = float.Parse(txtM42.Text);
                    EditProperty.Matrix[11] = float.Parse(txtM43.Text);
    

    notice the ordering of the "txtM##.text"


    Weird things seems to get easier the more i do it... is that a bug?

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    Hi ! Just wanted to thank you all for the work you put in a such vital aspect for the SimCity communauty.

     

    Moreover :

      -I translated the FAQ in french > you can see it here

      -J'ai traduit la FAQ en français > vous pouvez le voir ici

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    Hi Oppie, Awesome app and awesome progress so far. I'd like to know what is stopping us from increasing the city boundaries? I've looked around a bit but couldnt find anything related. This should be be fairly simple as the borders are simple boxes... ie start vector, end vector. Changing where one corner starts and where another ends- have you attempted this? I know someone else was able to "ignore borders", but it feels silly that I cant just increase the city borders.

     

    Second question. Similar to how S3 'worlds' can be used as regions in previous versions of simcity, technically it could then be possible to design a barebone region in the S3 Create-a-world tool and then if above has been figured out, cities could be placed on custom worlds. Sounds awesome right?

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    @Meisterlone - ProcsKalone has looked more into the city boundaries than me, but it's definitely not as simple as you describe it; the main problem is that the maps which define terrain height, water table, pollution and so on are limited to the city box area; for the time being, there is no possibility of enlarging these, meaning that while we can put things outside the city box, it has very limited functionality; for example, placing a building outside the city border will not flatten the terrain around it and can never add pollution or subtract resources. So, first of all we'd have to find out how to modify the maps at all - while the bitmaps that define the terrain can be found in some of the packages, the actual regions and cities seem to be created on the servers, meaning that we can't yet create our own. This is just the first hurdle we'd have to cross, because then we'd have to figure out how to make the maps larger, how to make the game save these to the server - the list goes on and on. I'd like to hear ProcsKalone's opinion on this, but personally I believe that sadly, the chance of the community being able to truly increase city size is extremely small.  

     

    That's not to say that it will never be possible, but for the moment it's not something I'm focusing on because there are too many things that are just plain impossible without Maxis making some alterations first.

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    It'd take me a bit to gather all the reasons as to why it'd be a hassle to do it through game files pretty much boils down to IF we were to do it properly like you want it, it indeed would be a pretty huge task and also I am under the impression it works a little differently than just a simple drawn out line. Technically they do add pollution etc though and just that the data layers are cut off from displaying them, as you'll notice heavy air pollution, radiation etc will reach into your city appropriately from their source. I am also pretty sure there are some files we need to edit that from what I believe are protected/rely on some bin files too (mainly what I believe is the core of the city box, 622bcXXX)

    As oppie mentioned one of the issues with building outside is that the terrain there seems to actually be inveterted in almost all aspects (If you notice with TRGs program when you build an overpass in the city, outside it actually attempts to build a underpass and reverse for the other options.

    Also from oppies mention about some files and looking through em, you can actually see the game has a bunch of functions which relate to "stitching" together those bitmaps oppie mentioned (kthomas found) so I am actually not sure if they're made serverside or put together on our end after the assets are checked server side or what not.

    For the record this post is going to be very scatterbrained but I'll be coming back later to edit through to make more sense/flesh it out, and also I am realllly bad at conveying to others what I know/think.

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    Interesting, I've been looking for a project to take on for a while now, im pretty good at reversing communication protocols and so on. I could potentially emulate the server and write a miniserver type of setup. Talking massive time investment obviously, but what advantages would such a local host private single person server provide people with? You reckon regions are created on the server - but what then about the resources/water table files that come in 256x256,128x128 etc files that are obviously client side?

     

    I'd love to join the modding community because I really love the game, but I feel that it can be much better if I had more control. What type of control would the server have then? Players wouldnt have syncing issues to start off with. At first glance the protocol doesnt look too complicated.

     

    Some stuff i'd have to collect and send to clients as blobs of recorded data before deciphering their purpose, but emulating the server(s) is entirely possible in my opinion, its just a matter of time im willing to invest versus the advantage people stand to gain.

     

    Thank for the replies, both of you!

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    @oppie. I definitely agree that it is possible to add larger city sizes if we had access to every file/script/ etc. used to control the regions and cities. However, there are several files that I have not been able to find in the package files that are most likely on the servers, and I doubt Maxis/EA will give us access to them anytime soon. (There are some large RW4 files in the SimCity_App.package 0x55af4890and 0x176a607a (used for all regions except Edgewater Bay) and 0xbfc37acc and 0xfbcb184e (used by Edgewater Bay) that have yet to be decoded, so who knows what those hold.

     

    As for the maps, I believe the 16 bit maps in SimCity_RegionTerrain0.package contain the terrain height data for the region. The cities might also use these maps as a starting point, although they must save another version of these to the server to account for terraforming from buildings, roads, etc. I have no idea what any of the 32 bit maps are used for. I doubt we have access to resource/water table height maps, though, as those need to be tracked across the server. Also, each of the instances I have identified as a height map (Coal Height Map, for instance) has a link to an instance which I have not found in any of the packages.

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    In regard to local save games, this is most certainly possible and even without doing any server emulation. I've already figured out most of the diff system that they use to sync the games, but it requires some more reversing before I can actually make something usefull out of it.

     

    Also city sizes could be fairly easy to manipulate, but I'm not yet certain about that (needs some more analyzing).

    Hopefully I can create a more stable version of my message logger this week, so others can use it to reverse some more as well (decodes all internal engine and server side communication).

     

    example: (removed/altered all of the id's)

    n-447019","description":"Join <b>Albion<\/b> and play with others.","iconLink":"PROFILE,1REMOVEDIT;)6","id":6REMOVEDIT;)7,"priority":2,"regionMessage":false,"textLink":"REGION,423429","timeUpdated":1370207701000,"title":"Join a Region","user":423453,"userMessage":true},{"data":"The Realm-466197","description":"Join <b>The Realm<\/b> and play with others.","iconLink":"PROFILE,223464","id":2345237,"priority":2,"regionMessage":false,"textLink":"REGION,466197","timeUpdated":1370207348000,"title":"Join a Region","user":32455,"userMessage":true},{"data":"Oerweon-34442","description":"Join <b>Omairton<\/b> and play with others.","iconLink":"PROFILE,34531","id":3453456,"priority":2,"regionMessage":false,"textLink":"REGION,452172","timeUpdated":1370207198000,"title":"Join a Region","user":3453453,"userMessage":true},{"data":"REMOVEDIT;)-3453454","description":"Join <b>belgie<\/b> and play with others.","iconLink":"PROFILE,2345297","id":6246621,"priority":2,"regionMessage":false,"textLink":"REGION,2354234","timeUpdated":2342342000,"titl
     play with others.","iconLink":"PROFILE,2REMOVEDIT;)3","id":2342344,"priority":2,"regionMessage":false,"textLink":"REGION,23429","timeUpdated":1370202448000,"title":"Join a Region","user":46235,"userMessage":true},{"data":"Horisontskjærgården-451761","description":"Join <b>Horisontskjærgården<\/b> and play with others.","iconLink":"PROFILE,2343","id":23429,"priority":2,"regionMessage":false,"textLink":"REGION,451761","timeUpdated":1370202335000,"title":"Join a Region","user":46235,"userMessage":true},{"data":"X-306842","description":"Join <b>X<\/b> and play with others.","iconLink":"PROFILE,234236","id":6245011,"priority":2,"regionMessage":false,"textLink":"REGION,306842","timeUpdated":1370202293000,"title":"Join a Region","user":46235,"userMessage":true},{"data":"ARZLANDS-83817","description":"Join <b>ARZLANDS<\/b> and play with others.","iconLink":"PROFILE,286055","id":6244959,"priority":2,"regionMessage":false,"textLink":"REGION,83817","timeUpdated":1370202149000,"title":"Join a Region","user":46235,"use
    {"Advertisements":[{"Id":1858035487,"Placement":"simcityGameHubBannerAd2","Token":"AAQQRYCwbHu8Pg-ukO-loSI1","PreviousTokens":"","Url":"http://static.cdn.ea.com/diga/4.0/1858035487.png","ActionUrl":"http://adsrv.ea.com/api/20120529/Click?token=ADHmwT6hWSToZEv8dz-MfEIuEznMfhrJynaqdboblmnX0","ConversionUrl":"http://adsrv.ea.com/api/20120529/Conversion?token=ADHmwT6hWSToZEv8dz-MfEIuEznMfhrJynaqdboblmnX0","Hash":[153,249,206,62,63,100,204,172,161,122,209,192,155,203,181,171,93,10,223,18],"CompletionDuration":10000,"OmnitureTrackingTag":"","Data":[{"Key":"ADDON","Value":"N"},{"Key":"EXTERNALURL","Value":"Y"},{"Key":"REMOVEDIT;)","Value":"N"}]},{"Id":2003797810,"Placement":"simcityGameHubBannerAd3","Token":"ABh-pDncib7lnRdZtx9oNnE1","PreviousTokens":"","Url":"http://static.cdn.ea.com/diga/4.0/2003797810.jpg","ActionUrl":"http://adsrv.ea.com/api/20120529/Click?token=APlpMbBj_BWSlkQEeW8gH-C4vRsx7feMTSSk0YmhCvaZ0","ConversionUrl":"http://adsrv.ea.com/api/20120529/Conversion?token=APlpMbBj_BWSlkQEeW8gH-C4vRsx7feMTSSk0YmhCva{
      "GlobalStats": [
        {
          "statId": "GlobalCrimesCommitted",
          "description": "GlobalStats.json!0x37964374",
          "statValue": 743017
        },
        {
          "statId": "GlobalJobsCreated",
          "description": "GlobalStats.json!0x37964375",
          "statValue": 4472859584
        },
        {
          "statId": "GlobalPollution",
          "description": "GlobalStats.json!0x37964373",
          "statValue": 2408318867359
        },
        {
          "statId": "GlobalPopulation",
          "description": "GlobalStats.json!0x37964372",
          "statValue": 17762078649
        },
        {
          "statId": "NumberOfCities",
          "description": "GlobalStats.json!0x37964376",
          "statValue": 21933946
        },
        {
          "statId": "NumberOfFiresExtinguished",
          "description": "GlobalStats.json!0x37964377",
          "statValue": 7950334
        },
        {
          "statId": "SimNationTourists",
          "description": "GlobalStats.json!0x37964378",
          "statValue": 529907274
        }
      ]
    }
    {"map":{"cities":[{"uid":"1026","x":1600,"y":-1856,"z":-855.2999877929688},{"uid":"1027","x":2080,"y":2736,"z":-855.2999877929688},{"uid":"1028","x":-2112,"y":2768,"z":-642}],"greatWorks":[{"name":"Region_GreatWorks_Empty","x":-302.20001220703125,"y":649.7999877929688}]},"claimedBoxes":[{"resources":{"total_Residential":{"localizedName":"simcity.api.game.resource.0x28a1b5ad","boxId":19092142,"amount":0,"updated":1370216725000},"simoleons":{"localizedName":"simcity.api.game.resource.0x37964372","boxId":19092142,"amount":970554,"updated":1370216725000},"mayor_Rating":{"localizedName":"simcity.api.game.resource.0x8ad43f72","boxId":223423,"amount":50,"updated":1370216725000}},"description":"","status":"ACTIVE","uri":"/rest/box/223423","creatorId":23423,"name":"Trinity Point","id":223423,"ticks":2342,"type":"CITY","uid":"1026","offensive":"false","created":1363151628000,"creatorName":"REMOVEDIT;)","x":0,"image":"http://sc-euwest1-pr06-rev-boxes.s3.amazonaws.com/223423/box_image.png","updated":1370219823200,"
    eventId
    Read initial game state
    
    Read initial game state
    
    Read initial game state
    
    Read initial game state
    
    {"values":[[0,-1],[0,-1],[0,-1],[0,-1],[0,-1],[0,-1],[0,-1],[312,-1],[348,-1],[360,-1],[360,-1]]}
    
    {"achievementStatusResponse":{"achievementStatus":[{"dateUnlocked":136262323400,"id":"ACBudgetHighExpenses","isUnlocked":true},{"dateUnlocked":136262342000,"id":"ACBudgetHighIncome","isUnlocked":true},{"dateUnlocked":1368523420000,"id":"ACBudgetSimoleons","isUnlocked":true},{"dateUnlocked":1362705152000,"id":"ACBusinessCoalHarvested","isUnlocked":true},{"dateUnlocked":1363449748000,"id":"ACBusinessElectronicsAssembled","isUnlocked":true},{"dateUnlocked":1368551076000,"id":"ACBusinessGamblingSmallRevenue","isUnlocked":true},{"dateUnlocked":13632342361000,"id":"ACBusinessMetalsSmeltMetal","isUnlocked":true},{"dateUnlocked":1362688672000,"id":"ACBusinessOilPumped","isUnlocked":true},{"dateUnlocked":1363447318000,"id":"ACBusinessOilRefinery","isUnlocked":true},{"dateUnlocked":1363025724000,"id":"ACBusinessOreHarvested","isUnlocked":true},{"dateUnlocked":136332342200,"id":"ACBusinessTradeBuildT2","isUnlocked":true},{"dateUnlocked":136812346000,"id":"ACBusinessTVAssembled","isUnlocked":true},{"dateUnlocked":136
    {"feedResponse":{"feed":[{"data":"undefined,undefined","description":"REMOVEDIT;) has founded Norwich Hills.","id":2342330,"priority":3,"region":23423423,"regionMessage":true,"timeUpdated":13691692342300,"title":"Region Message","userMessage":false},{"data":"undefined,undefined","description":"REMOVEDIT;) has founded Clearwater.","id":123420,"priority":3,"region":20234235,"regionMessage":true,"timeUpdated":137017234200,"title":"Region Message","userMessage":false}],"status":true}}
    stopping patch engine...
    patch engine stopped
    

    For now I'm off to work...

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    Hi,

     

    I've tried to use the SimcityPack but many files the program complained about missing modules:

    System.Reflection.RuntimeModule

    Gibbed.Spore.Properties

     

    Any idea what I missed?

     

    Best Regards

     

    Laszlo

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    As usual, Im still finding mods with absolutely no directions on installation. Cant open file, cant execute file.

    < needs .rar for dummies like most people do here, ty

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    As usual, Im still finding mods with absolutely no directions on installation. Cant open file, cant execute file.

    < needs .rar for dummies like most people do here, ty

    .rar files is the second most used compression format besides .zip to uncompress a .rar "winrar" is one software to use

    as for install instruction.

    you should place ".package" files in the "..\SimCity\SimCityData\" and ".package" files that modifies files from the simcity_script packages should be placed in the "..\SimCity\SimCityUserData\Packages\"

    to find the folder where simcity is install to you need to start up origin and then press the label to the top left named "origin" then press "application settings" then switch to the "advance" tab now you should see two grayed out bar with a slighter gray text in them the top one contains the location of the folder you will find simcity in


    Weird things seems to get easier the more i do it... is that a bug?

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    Hey i have a list of filenames used by simcity. Over 600+. Does anyone know or would be able to make a cli for gibbed fnv hash tool. It took me about 2 hours to do 100 value's. I am not about to do 600 more. If anyone can help me out i would very very greatly appreciate it. My list is in a plain txt file with one value then another on the next line. I can insert newline characters or whatever if needed. Please someone help me out this is so time consumeing.

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    Hey i have a list of filenames used by simcity. Over 600+. Does anyone know or would be able to make a cli for gibbed fnv hash tool. It took me about 2 hours to do 100 value's. I am not about to do 600 more. If anyone can help me out i would very very greatly appreciate it. My list is in a plain txt file with one value then another on the next line. I can insert newline characters or whatever if needed. Please someone help me out this is so time consumeing.

    could you post them as a zip or something i would like to take a look.

     

    are they from the js files if so i noticed that a large number of those have already been included into the simcitypak


    Weird things seems to get easier the more i do it... is that a bug?

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    If you can provide the filenames, I can probably automate the process of FNV calculation and identification in SimCityPak.

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    I know some of you may have seen this on Reddit but I'll post it here for those who may have missed it. 

     

    https://twitter.com/moskow23/status/342073329479454720

     

    Just a tweet from Dan Moskowitz. It's cool to see that the devs at Maxis are not only enjoying your work , but also feel optimistic about it. He also mentions that editing simulations scripts are likely to cause issues with the server right now :( .

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    I know some of you may have seen this on Reddit but I'll post it here for those who may have missed it. 

     

    https://twitter.com/moskow23/status/342073329479454720

     

    Just a tweet from Dan Moskowitz. It's cool to see that the devs at Maxis are not only enjoying your work , but also feel optimistic about it. He also mentions that editing simulations scripts are likely to cause issues with the server right now :( .

    he its great to see them enjoying this and about the simulation script its something we been aware of for some time since whenever we did mod it we would end up in a roll back.

     

    but the way they say "right now" to me it sounds like they will change it sometime in the future (maybe next patch? i do hope so)


    Weird things seems to get easier the more i do it... is that a bug?

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    @oppie - http://pastebin.com/JM3qMY5T

     

    I didnt want to post all of this because it was a massive amount of work that someone could easyily take credit for. My left pinky is sore after 2 days latter from the copy and paste. I really just need somone to get a batch fnv calculator going. I also have the filename's with the extensions and folder layout as related to the files.

     

     

     

     

     

    ******** - Please this was alot of work nobody f*** me on this please

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