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Cyclone Boom

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Releases of SimCityPak are no longer available at CodePlex in their original form.

See this post for details how to obtain versions of the program.

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trgs has kept the xml on source upto date like a star with all mine and his(and others) xml :D

 

https://simcitypak.codeplex.com/SourceControl/changeset/25894 just dl that and even if dont build it, just take the xml file, and keyword scan it / import into the simpak you using. last 1-2 lists of ids on last page(15) might need adding but rest is there.

 

its @3k more entries than the latest compiled dl

 

the latest patched version of simpak is awesome for id hunters!! trgs needs several years of free beer for what hes done and doing for the id importing/filtering tools

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Changed the DB layout a bit, since I'm still not sure about bytes 3+4 of the current GroupId; they seem to be file related though.

Going for the following implementation, we can update the GroupTypes later on..

 

=== [database_main] ===
Table: Instances
id <int> # FNV valid name hash
name <varchar(128)> # FNV validated by id

Table: InstanceTypes
id <int> # last 4 bytes of current GroupId
name <varchar(128)> # no FNV validation point

Table: Groups
id <int> # Currently known as first 2 bytes of GroupId
name <varchar(128)> # no FNV validation point

Table: GroupTypes
id <int> # Currently known as 3rd and 4th bytes of GroupId
name <varchar(128)> # no FNV validation point

Table: Properties
id <int> # Same as current Property ID
name <varchar(128)> # Can be cross referenced from defined constants in JS files. eg: simcity.kGameMessageHideRegionUI = 203180755; -> Prop Id = HEX(203180755);

=== [database_user] ===
Table: Instances
id <int> # ID of entry in the main DB
name <varchar(128)> # User defined name, will alway override the main DB entry
comments <varchar(256)> # User defined comments

Table: InstanceTypes
id <int> # ID of entry in the main DB
name <varchar(128)> # User defined name, will alway override the main DB entry
comments <varchar(256)> # User defined comments

Table: Groups
id <int> # ID of entry in the main DB
name <varchar(128)> # User defined name, will alway override the main DB entry
comments <varchar(256)> # User defined comments

Table: GroupTypes
id <int> # ID of entry in the main DB
name <varchar(128)> # User defined name, will alway override the main DB entry
comments <varchar(256)> # User defined comments

Table: Properties
id <int> # ID of entry in the main DB
name <varchar(128)> # User defined name, will alway override the main DB entry
comments <varchar(256)> # User defined comments
[edit]And another update..[/edit]

[edit]Final edit[edit](for now..)[/edit]..[/edit]

[edit]Nobody noticed the last edit anyway[/edit]


  Edited by trgs  

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procs what files from the scripts package does your mod use? by including the entire scripts package in your mod and replacing the original file means its can potentially be incompatible with any others even if other script mods are stripped from the package to be lean and placed in package folder.

 

it makes it a long job to sift through and check what files you've changed to see if loading other mods after it will conflict.

 

we do need to start adding instance id lists to the mods we make and if including the entire script package ensure that it only ever replaces the original file and informs the user it will conflict with others if renamed and placed in package folder.

 

i'm going to assume you changed the max module count in the script template files that control toybase, toybasemodule ? by replacing the original file though it means noone can ever write a mod that touches toys or their modules as we need these files to be included(not changed in other mods) for ui's to stay intact.

 

my air pollution mod should be compatible with any that makes no change to the actual electronics module files(3 files) as long as mine is loaded before mods that might change anything above it in the parental chain from those  modules to buidling template root.

 

replacing the core game files kind of limits what others can do and stay compatible:(

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yeah i can understand that, but people using mods will be using yours more often than not already and instantly assume its the new mod that does not work.

asmy air pollution one got marked as broken which its not and the dudes screen shot clearly shows overplop in use. it simply cant work if the main script file has changes you make and conflict.

 

they instantly assume its the new mod that's the issue and not the fact no-one can release a mod that's using any files from the script package without a good change of breaking the game because the games core script file is being modded.

 

as for the iffiness, there is none. you simply have to ensure the parent files of any modded files are included so the game can build the object instance templates properly. in the case of the over-plop that's a massive 4 files on top of the ones you actually have to mod.

 

if for example you change the building props max module count not a single mod that touches any buildings at all can be used. couldn't even produce a mod that changes the json file a unit takes it name from as the new mod will replace the building template change in your mod and break the entire game file. people will instantly assume its the new mod as the old one worked fine.

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I don't understand why the Group ID is being split up? Did I miss some discovery?

 

What you are currently seeing as GroupId in SCPak is more than just a group identifier. I've implemented the new database (SQlite) and renamed the current GroupId to GroupContainer, that consist of: GroupId, GroupType (not sure about this name) and InstanceType.

 

Take a look at how things are organized in the packages files (tip: use the wildcard filtering from the current revision, for example: 0x90* is one group)

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Finally pushed out a new commit:
I'm still working on the SQL Export/Import tool, but it's functional.

 

To import your old XML's:

 - Import in Excel (Data > Import from Other File > XML)

 - Put HexID's in column 1

 - Put DisplayNames in column 2

 - Delete any other remaining columns

 - Save file as CSV

 - Load all package files in SCPak and use the FNV Importer

 

Please let me know if some things are not clear enough or not working as expected.
 
Details:
Replaced XML with SQLite
Updated the spore package manager to support the real GroupId. The old "GroupId" has been renamed to "GroupContainer". Remaining parts (Instance Type & Group Type) are still to be implemented.
Removed "hidden", "tags" and abbriviations from the TGI registry, because there was no use to having them. Anyone is free to implement them though.
Added SQLite Exporter/Importer tool to share custom entries. Still a lot of improvements to be made, but it is functional.
How to share your own entries:
- Select the default user database (database_user.s3db)
- Select the table you want to export (should be self explaining)
- Click export and select output *.sql file.
- Share the entire file on the forum! :)
Imported old DB (with a bit of a roll back)
Local caching of indice id's to speed up overall performance, using Dictionaries would be better though
FNV Importer:
- CVS file layout changed to <id>,<name> (id should be a hex string, eg: 0x00000000)
- Will import new values to the default userdatabase
- no more FNV or other sanity checking, will add any match to the loaded entries to the user database
- imports groups, properties, instances and property values (are actually pointers to instances)

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am sure its probably my VS skills, but building the latest build from source fails to load simpak for me. last signiture is   Problem Signature 09:    System.Windows.Markup.XamlParse if that means anything?

 

However if i move the build's exe into the trunc dir from the link you sent me earlier and replace that builds exe it loads. So possibly a file missing or my build skills?

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i like the export!

 

and the importer spped it is fine!

 

imported 8k file and started to wonder if it had crashed as window was claiming (not responding) but left it for a few mins and it was fine. speed wise it's cool as importing sql files should mean we are only ever importing others confirmed finds which will become a rare event once most ids have strings.

 

maybe add option to export as

 

insert or replace into

or just

insert into

 

but a quick edit gives both options easy enough tbh.  wont jump over an insert if the PK is taken :(

 

just an automated move from user to main for true fnv values ? :D but easy enough if dictionary generate and import into an empty user db. export from user and import to main. easy as console app,

 

 

loading in the 900k collection i have and will see tomorrow how many id's i have. was 7.5k instance, 350ish properties on an sql export after a quick csv import file 11316 instance 464 properties

 

add this link to simpak tools or about menu ? nicest db admin tool i found so far

https://addons.mozilla.org/en-US/firefox/addon/sqlite-manager/

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imported 8k file and started to wonder if it had crashed as window was claiming (not responding) but left it for a few mins and it was fine. speed wise it's cool as importing sql files should mean we are only ever importing others confirmed finds which will become a rare event once most ids have strings.

 

11316 instance 464 properties

I will make use of the build in command queuing of SQLite, will make importing almost instant. Did not bother adding that, because it would delay my commit :) Let me know when you build up the database, so I can add it to the repos (I'm curious how many filled in ID's we will have in the end). Make sure to check the database from the repos for entries as well, because I've merged some of my own scans in to that one.

 

add this link to simpak tools or about menu ? nicest db admin tool i found so far

https://addons.mozilla.org/en-US/firefox/addon/sqlite-manager/

Look like a decent tool (better then the other ones at least), but it feels kinda odd to have it as a FF extension (?). In the end, no sqlite tooling should be required at all, but it's helps with debugging or advanced editing.

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0x00b1b104-0x40e0c700-0x43b6f017 is a resource bundle of all the global mission states. looks like the array of resource pointers hold the state, second holds a timer to activate or the upper limit of repeats or something none amazing, the 3rd array probably holds the start(reset) values for if mission has been done or not.

 

safe to just name all the unknown id's for now as ..?

kResourceIDGlobalMission_

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been away for a while anyways much has happened i see

 

anyways here are some propertyID's  been hanging on to



  <Property Id="0x0ec367af" DisplayName="Guide Line Width" Comment="" />
  <Property Id="0x0f28a5b1" DisplayName="Foundation Width" Comment="" />
  <Property Id="0x07e0ad08" DisplayName="Finished Form" Comment="" />
  <Property Id="0x0e27b9af" DisplayName="Agent Query Data Bindings" Comment="" />
  <Property Id="0x0e76a7e3" DisplayName="Costtype" Comment="" />
  <Property Id="0x0bd81a2e" DisplayName="eco path lane counts" Comment="arrays are defined by 0x0bd81a2d" />
  <Property Id="0x0bd81a2f" DisplayName="eco path lane widths" Comment="arrays are defined by 0x0bd81a2d" />
  <Property Id="0x0bd81a31" DisplayName="eco path lane offsets" Comment="arrays are defined by 0x0bd81a2d" />
  <Property Id="0x0bd81a30" DisplayName="eco path lane varys" Comment="arrays are defined by 0x0bd81a2d" />
  <Property Id="0x0bd81a2d" DisplayName="eco path transport types" Comment="arrays are defined by 0x0bd81a2d" />
  <Property Id="0x0e0930f1" DisplayName="Tunnle Type?" Comment="" />
  <Property Id="0x08e17ed7" DisplayName="Model??" Comment="" />
  <Property Id="0x099b4c1f" DisplayName="Category??" Comment="" />
  <Property Id="0x0c0f2147" DisplayName="Fright Transport" Comment="" />
  <Property Id="0x0d02d846" DisplayName="Sales Sign" Comment="" />
  <Property Id="0x0d0082f3" DisplayName="Ground texture somthing??" Comment="" />
  <Property Id="0x0e30e65a" DisplayName="Resource?? Uknown" Comment="" />
  <Property Id="0x0d8c29c3" DisplayName="Agent Modell" Comment="" />
  <Property Id="0x0dbf68be" DisplayName="Modell?? Uknown" Comment="" />
  <Property Id="0x0dfbfb00" DisplayName="Eco Path Filter Group" Comment="" />
  <Property Id="0x0d54a1e3" DisplayName="Producers" Comment="" />
  <Property Id="0x0d54a1de" DisplayName="Agent Visible" Comment="" />
  <Property Id="0x0e2553f7" DisplayName="Agent Color" Comment="" />
  <Property Id="0x0d54a1da" DisplayName="Possible Path" Comment="" />
  <Property Id="0x0d54a1d8" DisplayName="Region inbound Path??" Comment="" />
  <Property Id="0x0d54a1d9" DisplayName="Building Full" Comment="" />
  <Property Id="0x00fba610" DisplayName="Model Offset" Comment="Model Position in relation to actual Position" />
  <Property Id="0x4dd306e8" DisplayName="1 ressource needed" Comment="*1000" />
  <Property Id="0x4dd306e9" DisplayName="2 ressource needed" Comment="*1000" />
  <Property Id="0x4dd306eb" DisplayName="3 ressource needed" Comment="*1000" />
  <Property Id="0x0c2be53c" DisplayName="1 Resource Needed Identifier" Comment="" />
  <Property Id="0x0c2be62b" DisplayName="2 Resource Needed Identifier" Comment="" />
  <Property Id="0x0c2be71a" DisplayName="3 Resource Needed Identifier" Comment="" />
  <Property Id="0x0a0209a5" DisplayName="Resource Storage" Comment="" />
  <Property Id="0x0a7917cc" DisplayName="Amount Kids" Comment="KPropRCI_TotalKids??" />
  <Property Id="0x0a7917c2" DisplayName="Max Residents??? Uknown" Comment="" />
  <Property Id="0x0aaaeec0" DisplayName="Residental Uknown" Comment="Only found in residental in group 0x48e0c000" />
  <Property Id="0x0ccb7fc8" DisplayName="Foot Print?? Uknown" Comment="" />
  <Property Id="0x0c1302e9" DisplayName="Jails Cells Amount" Comment="" />
  <Property Id="0x0caa65de" DisplayName="Police Cars Nr.Display" Comment="" />
  <Property Id="0x0bcd3e46" DisplayName="Sewage Produced" Comment="" />
  <Property Id="0x0d8bddc2" DisplayName="Patrole rate" Comment="" />
  <Property Id="0x0bd28085" DisplayName="Sewage Production Rate" Comment="" />
  <Property Id="0x00fba613" DisplayName="Model Rotation" Comment="" />
  <Property Id="0x0df1908b" DisplayName="Need Water" Comment="" />
  <Property Id="0x0dbf68c8" DisplayName="Head Length" Comment="float" />
  <Property Id="0x0dbf68cb" DisplayName="Head Movement" Comment="" />
  <Property Id="0x0dbf68b4" DisplayName="Cariages Movement" Comment="" />
  <Property Id="0x0bf46dd7" DisplayName="Garbage Capacity" Comment="" />
  <Property Id="0xa536ca85" DisplayName="Oil Pipes" Comment="" />
  <Property Id="0x09e6794c" DisplayName="Path Plops Width" Comment="" />
  <Property Id="0x0ee7248c" DisplayName="Traffic Lights? Uknown" Comment="" />
  <Property Id="0x0d64c2a7" DisplayName="uses path" Comment="" />
  <Property Id="0x0a2725ce" DisplayName="Actions ??" Comment="" />
  <Property Id="0x0c907ce5" DisplayName="neighbor?? Uknown" Comment="" />
  <Property Id="0x084edec9" DisplayName="wiki? Comment?" Comment="" />
  <Property Id="0x0d54a1d3" DisplayName="actions" Comment="" />
  <Property Id="0x08a20f17" DisplayName="Carrier Color ?? Uknown" Comment="RGB" />
  <Property Id="0x0d54a1e0" DisplayName="Carrier Size" Comment="" />
  <Property Id="0x0ecaebc4" DisplayName="Pumprate/h? Uknown" Comment="" />
  <Property Id="0x0d8c29f6" DisplayName="LW Tourist Allowed Per Day" Comment="" />
  <Property Id="0x0d8c29fe" DisplayName="MW Tourist Allowed Per Day" Comment="" />
  <Property Id="0x0d8c2a01" DisplayName="HW Tourist Allowed Per Day" Comment="" />
also could we display uint32 values as hex since so far all unit32 values i seen are links to other propertyID's

this is especially noticeable in mnu instances

where this array "0x0eb1fc22" contains links to propertyID's in the instance it's for

 

lost some of these id's moving from <prop -> < inst -> db

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tried the cheap trick of negative build cost and expenses to effectively give cash, but neither work.

 

negative maintenance is reflected in the rollover but actual becomes 0.

 

native build costs , cost 0 but rollover data reverts to placeholder text of ~cost:number~

 

also looks like 0x0e.. properties are mainly UI related,

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I'm sorry because I'm new here.
 
Every time I go to open any package and view any prop.. I get this error message in red, "Unable to load one or more of requested types"
 
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.RuntimeModule.GetTypes()
at System.Reflection.Assembly.GetTypes()
at Gibbed.Spore.Properties.PropertyFactory..ctor() in JAMy Documents\Visual Studio 2010\Projects\SimCityPak\SimCityPak\PackageReaden Properties \ PropertyFile.cs:line 79
at Gibbed.Spore.Properties.PropertyFactory.get_Singleton0 in J:\My DocumentsWisual Studio 2010 \ Projects \SimCityPal4SimCityPak\ PackageReader\Properties\PropertyFile.cs:line 69
at Gibbed.Spore.Properties.PropertyFile..ctor() in J:\My DocumentsWisual Studio 2010 \ Projects\ SimCityPak\SimCityPak\ PackageReaden Properties \ PropertyFile.cs:line 140
at SimCityPak.ViewPropertyFile.UserControl_DataContextChanged(Object sender, DependencyPropertyChangedEventArgs e) in JAMy DocumentsWisual Studio 2010 \ Projects \SimCityPak\SimCityPak WiewsWiewPropertyFile.xaml.cs:line 49 
 
post-246602-0-74458700-1373169198_thumb.
 
Windows 7 x64
UAC disabled
DirectX updated
System with a newly installed clean formatting.
 
What I'm trying:
 
Web Install Visual Studio 2013 Express (I did not think the 2010)
Install full version 4.5 NetFramework
 
PS: I found the Visual Studio 2010 Express Full ISO this link:
http://www.microsoft.com/visualstudio/eng/downloads

 

PS2: The line 49 in WiewPropertyFile.xaml.cs is blank.I do not know if that can cause this error.


  Edited by kaiuaki  

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Installed Programs and updated: 

Microsoft .NET Compact Framework 2.0


Microsoft .NET Framework 1.1
Microsoft .NET Framework 4 Multi-Targeting Pack
Microsoft .NET Framework 4.5
Microsoft ASP.NET MVC 2
Microsoft ASP.NET MVC 2 - VWD Express 2010 Tools
Microsoft Help Viewer 1.1
Microsoft Silverlight
Microsoft Silverlight 3 SDK
Microsoft Silverlight 4 SDK
Microsoft SQL Server 2008 (64-bit)
Microsoft SQL Server 2008 Browser
Microsoft SQL Server 2008 Native Client
Microsoft SQL Server 2008 R2 Management Objects
Microsoft SQL Server 2008 Setup Support Files
Microsoft SQL Server Compact 3.5 SP2 ENU
Microsoft SQL Srver Compact 3.5 SP2 x64 ENU
Microsoft SQL Server Database Publishing Wizard 1.4
Microsoft SQL Server System CLR Types
Microsoft SQL Server VSS Writer
Microsoft Visual C# 2010 Express - ENU
Microsoft Visual  C++ 2005 Redistributable 
Microsoft Visual  C++ 2005 Redistributable (x64)
Microsoft Visual  C++ 2008 Redistributable  - x64 9.0.30729.4148
Microsoft Visual  C++ 2008 Redistributable  - x64 9.0.30729.6161
Microsoft Visual  C++ 2008 Redistributable  - x86 9.0.30729.17
Microsoft Visual  C++ 2008 Redistributable  - x86 9.0.30729.4148
Microsoft Visual  C++ 2008 Redistributable  - x86 9.0.30729.6161
Microsoft Visual  C++ 2010 x64 Redistributable - 10.0.40219
Microsoft Visual  C++ 2010 x64 Runtime - 10.0.40219
Microsoft Visual  C++ 2010 x86 Redistributable - 10.0.40219
Microsoft Visual  C++ 2010 x86 Runtime - 10.0.40219
Microsoft Visual  C++ 2010 Express - ENU
Microsoft Visual Studio 2010 ADO.NET Entity Framework Tools
Microsoft Visual Studio 2010  Express Prerequisites x64 - ENU
Microsoft Visual Studio 2010 Service Pack 1
Microsoft Visual Studio 2010 Tools for Ofice Runtime (x64)
Microsoft Visual Web Developer 2010 Express - ENU
Microsoft Web Platform Installer 4.5


 
Unsolved problem.

I believe that may be a problem related to language. NET Framework.
I live in Brazil and my OS is Windows 7 x64 in Brazilian Portuguese.
Thank you

 

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which patch version you using?

 

your type drop down is different than mine

 

edit.  trgs uploaded newer one, will dl and test it now - works fine for me

 

yeah yours still looks different. the select box for type. mine is a 'closed' drop down , as in not able to input text, only select


  Edited by potorium  

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Installed Programs and updated: 

Microsoft .NET Compact Framework 2.0

Microsoft .NET Framework 1.1

Microsoft .NET Framework 4 Multi-Targeting Pack

Microsoft .NET Framework 4.5

Microsoft ASP.NET MVC 2

Microsoft ASP.NET MVC 2 - VWD Express 2010 Tools

Microsoft Help Viewer 1.1

Microsoft Silverlight

Microsoft Silverlight 3 SDK

Microsoft Silverlight 4 SDK

Microsoft SQL Server 2008 (64-bit)

Microsoft SQL Server 2008 Browser

Microsoft SQL Server 2008 Native Client

Microsoft SQL Server 2008 R2 Management Objects

Microsoft SQL Server 2008 Setup Support Files

Microsoft SQL Server Compact 3.5 SP2 ENU

Microsoft SQL Srver Compact 3.5 SP2 x64 ENU

Microsoft SQL Server Database Publishing Wizard 1.4

Microsoft SQL Server System CLR Types

Microsoft SQL Server VSS Writer

Microsoft Visual C# 2010 Express - ENU

Microsoft Visual  C++ 2005 Redistributable 

Microsoft Visual  C++ 2005 Redistributable (x64)

Microsoft Visual  C++ 2008 Redistributable  - x64 9.0.30729.4148

Microsoft Visual  C++ 2008 Redistributable  - x64 9.0.30729.6161

Microsoft Visual  C++ 2008 Redistributable  - x86 9.0.30729.17

Microsoft Visual  C++ 2008 Redistributable  - x86 9.0.30729.4148

Microsoft Visual  C++ 2008 Redistributable  - x86 9.0.30729.6161

Microsoft Visual  C++ 2010 x64 Redistributable - 10.0.40219

Microsoft Visual  C++ 2010 x64 Runtime - 10.0.40219

Microsoft Visual  C++ 2010 x86 Redistributable - 10.0.40219

Microsoft Visual  C++ 2010 x86 Runtime - 10.0.40219

Microsoft Visual  C++ 2010 Express - ENU

Microsoft Visual Studio 2010 ADO.NET Entity Framework Tools

Microsoft Visual Studio 2010  Express Prerequisites x64 - ENU

Microsoft Visual Studio 2010 Service Pack 1

Microsoft Visual Studio 2010 Tools for Ofice Runtime (x64)

Microsoft Visual Web Developer 2010 Express - ENU

Microsoft Web Platform Installer 4.5

 

Unsolved problem.

I believe that may be a problem related to language. NET Framework.

I live in Brazil and my OS is Windows 7 x64 in Brazilian Portuguese.

Thank you

 

@heterodox - It's a known error and sadly all I've been able to find out is that it's supposedly a bug in the .NET framework. I have no idea why some people are getting this error while others aren't.

I had the same issue, turned out that there is a dependency missing from the pre-compiled download. Installing XNA 4.0 solved this issue (it also explains that rebuilding it solves it, since it requires you to install XNA). Download to XNA 4.0

 

Always install XNA before trying to compile/run, should add that to the readme or something. Let me know if this helped.

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Always install XNA before trying to compile/run, should add that to the readme or something. Let me know if this helped.

 

 

 

think i cheated!! i added the 2 xna references to my build by linking them from the latest binary build directory and all was well.

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Always install XNA before trying to compile/run, should add that to the readme or something. Let me know if this helped.

 

 

 

think i cheated!! i added the 2 xna references to my build by linking them from the latest binary build directory and all was well.

 

 Let me know which ones so I can mark them as "copy on build". I noticed some other people having some issues with the latest official release because of this.

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    I've also been having a few issues with the latest version due to the Sqlite binaries not being found (I've only just loaded the latest sources) - can someone point me to the right binaries?

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    these are the 3 i need to add as reference when i build.

     

    i  get lots of build errors but it works fine for what i do :D

     

     

     

     

     

    sbhh.png

     

     

     

     

     

    build errors

    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\Views\ViewRawImage.xaml.cs(32,20,32,25): warning CS0108: 'SimCityPak.ViewRawImage.Width' hides inherited member 'System.Windows.FrameworkElement.Width'. Use the new keyword if hiding was intended.
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\Views\ViewRawImage.xaml.cs(33,20,33,26): warning CS0108: 'SimCityPak.ViewRawImage.Height' hides inherited member 'System.Windows.FrameworkElement.Height'. Use the new keyword if hiding was intended.
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\GraphicsHelpers\GraphicsDeviceService.cs(50,46,50,57): warning CS0067: The event 'SimCityPak.GraphicsDeviceService.DeviceReset' is never used
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\GraphicsHelpers\GraphicsDeviceService.cs(51,46,51,61): warning CS0067: The event 'SimCityPak.GraphicsDeviceService.DeviceResetting' is never used
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\Minor Classes\Vertex.cs(90,23,90,37): warning CS0649: Field 'SporeMaster.RenderWare4.Vertex.additionalData' is never assigned to, and will always have its default value null
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\RW4Material.cs(16,31,16,34): warning CS0649: Field 'SporeMaster.RenderWare4.RW4Material.tex' is never assigned to, and will always have its default value null
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\RW4Material.cs(17,33,17,38): warning CS0649: Field 'SporeMaster.RenderWare4.RW4Material.names' is never assigned to, and will always have its default value null
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\RW4Material.cs(18,23,18,27): warning CS0649: Field 'SporeMaster.RenderWare4.RW4Material.unk1' is never assigned to, and will always have its default value 0
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\Views\ViewRawImage.xaml.cs(32,20,32,25): warning CS0108: 'SimCityPak.ViewRawImage.Width' hides inherited member 'System.Windows.FrameworkElement.Width'. Use the new keyword if hiding was intended.
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\Views\ViewRawImage.xaml.cs(33,20,33,26): warning CS0108: 'SimCityPak.ViewRawImage.Height' hides inherited member 'System.Windows.FrameworkElement.Height'. Use the new keyword if hiding was intended.
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\GraphicsHelpers\GraphicsDeviceService.cs(50,46,50,57): warning CS0067: The event 'SimCityPak.GraphicsDeviceService.DeviceReset' is never used
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\GraphicsHelpers\GraphicsDeviceService.cs(51,46,51,61): warning CS0067: The event 'SimCityPak.GraphicsDeviceService.DeviceResetting' is never used
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\Minor Classes\Vertex.cs(90,23,90,37): warning CS0649: Field 'SporeMaster.RenderWare4.Vertex.additionalData' is never assigned to, and will always have its default value null
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\RW4Material.cs(16,31,16,34): warning CS0649: Field 'SporeMaster.RenderWare4.RW4Material.tex' is never assigned to, and will always have its default value null
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\RW4Material.cs(17,33,17,38): warning CS0649: Field 'SporeMaster.RenderWare4.RW4Material.names' is never assigned to, and will always have its default value null
    1>C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\RenderWare4\RW4Model\RW4Material.cs(18,23,18,27): warning CS0649: Field 'SporeMaster.RenderWare4.RW4Material.unk1' is never assigned to, and will always have its default value 0
    1>  SimCityPak -> C:\Users\dave\Downloads\simcitypak-26282\SimCityPak\SimCityPak\bin\Debug\SimCityPak.exe

     

    sql one i got from

    http://garr.dl.sourceforge.net/project/sqlite-dotnet2/SQLite%20for%20ADO.NET%202.0/1.0.66.0/SQLite-1.0.66.0-setup.exe

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    Always install XNA before trying to compile/run, should add that to the readme or something. Let me know if this helped.

     

    Work! Thank you!

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    just going through these to see if they are the main groups

      pathCommand = /([achlmrqstvz])[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029,]*((-?\d*\.?\d*(?:e[\-+]?\d+)?[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*,?[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*)+)/ig,
        Line 395:     pathValues = /(-?\d*\.?\d*(?:e[\-+]?\d+)?)[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*,?[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*/ig,
        Line 421:  

    some the u groups dont exist in our id's. may be out of scope for us at moment (audio etc) ?

    this.mcategorygroupid 0x09a4ba03
    toolPaletteToolCategoryID 0x09a4ba02
    0x0b074e5a kResourceGroupidLayout 
    PROP (0x00b1b104) kCitySpecializationGroupID (0x0c298bdd)

     

     

     

    has it's dec value in the js that matches the group id. not stumbled on any the others. do the group hash id's get checked on imports? or the two i have just lucky hits?

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    Building issues should be fixed now, added XNA & SQLite to the repos.


    just going through these to see if they are the main groups

      pathCommand = /([achlmrqstvz])[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029,]*((-?\d*\.?\d*(?:e[\-+]?\d+)?[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*,?[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*)+)/ig,
        Line 395:     pathValues = /(-?\d*\.?\d*(?:e[\-+]?\d+)?)[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*,?[\x09\x0a\x0b\x0c\x0d\x20\xa0\u1680\u180e\u2000\u2001\u2002\u2003\u2004\u2005\u2006\u2007\u2008\u2009\u200a\u202f\u205f\u3000\u2028\u2029]*/ig,
        Line 421:  

    some the u groups dont exist in our id's. may be out of scope for us at moment (audio etc) ?

    this.mcategorygroupid 0x09a4ba03
    toolPaletteToolCategoryID 0x09a4ba02
    0x0b074e5a kResourceGroupidLayout 

    has it's dec value in the js that matches the group id. not stumbled on any the others. do the group hash id's get checked on imports? or the two i have just lucky hits?

     

    GroupId's are matched, though only on what we defined as the real GroupId. Group Container is not checked anymore.

    Currently implementing the treeview + some updates for the (current) "flat" view (it will display the GroupId's seperately from the GroupContainers)

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    0x5f (rci filler props) 0x5f ## <rci wd groups> last 4 individual instances

     

    think those few from the JS are just legacy. dont think the whole group structures named in the JS lists, not obviously anyway

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    Hello,
     
    First of all, I want to thank the developers and creators of this amazing tool.
     
    I have managed to make interesting, useful MODs.
    But I can not export any modification successfully.
    I'm having to save the original package of the game.
     
    How do I export a modified prop that the game can read and replace the original instructions in a separate package?
    851575_126361924215271_792446242_n.png
     
     
     
    (sorry my english)

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    you need to export each prop file you make changes to and also the parental chains of each file you change.

     

    you might not need all the parental chain right up to the roots but would need to test.

     

    then reload only those files you exported and combine them into one package by exporting them as a group.

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