Jump to content
Cyclone Boom

Please Note
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.

Message added by Cyclone Boom

628 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

have a feeling that if we export files and make packages its fine as long as no changes are made. just if we alter a file and export it looses its compression. If you then reopen an uncompressed file and export it again there's a high change one or more files in the new package are corrupt.

 

had a package that was messing with density upgrade levels which let the game load fine, reopened the package to check the levels to expect in game and reexported it without any new changes. lost the rollover UI when loading the game back to a city

Share this post


Link to post
Posted:
Last Online:  
 

Today i whanted to check if we realy needed all those extra script files "SimCity-Scripts_###.package" so i emptied out my ecogame folder.

 

this is what happened the game as expected re downloaded all of them except one.

 

guess my surprise when the file it didn't download was the latest version (SimCity-Scripts_266425521.package).

 

so trying to figure out why this was so i remembered that i had copied and prefixed the file to the packages folder.

I deleted it in the packages folder and sure enough the game re downloaded that file to

 

what this means i don't know 

 

i made a new package by exporting the two files with instanceID "0x622b9cd7" 

moved that file to packages and deleted "SimCity-Scripts_266425521.package"

and ran the game.

 

Results: The game did not re download "SimCity-Scripts_266425521.package"

 

so the instance  "0x622b9cd7" contains the file version somewhere

the only difference in that prop i could fine in comparison with erialr scripts was this propertyID "0x0ef6a3bb"

 

also in "0x00b1b104-0x40404000-0x7f74d006" this PropertyID "0x09f7c0da" contains the latest simcity-script_##.packages number  


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

Share this post


Link to post
Posted:
Last Online:  
 

i forgot to click private region. my low density mod was working great, then someone came into region. the click here there is new content when someone joins popped up.

 

reloaded city but reloaded minus the mod. looks like the game reloads vanilla script during play. if its loading that from server then 'script changes are a never going to happen - time to pack up and go home' :(

Share this post


Link to post
Posted:
Last Online:  
 

well if its got 9 or less letters as its hash, we have it! well when its finished ;) a90a, a90b , lw_i

Share this post


Link to post
  • Original Poster
  • Posted:
    Last Online:  
     

    Guys,

    Besides the path appearance mods I've released over the past few days, I've been looking into UI modifications - I've done a few tests, and there are some really interesting possibilities there. The specific thing I've been attempting is to display certain unit properties on the rollover windows. For example, showing the total workers and available jobs per wealth level - or in theory - every single property that's available on a unit (provided that we can access them.).

    My experiments so far have been mainly with the kPropUnitRolloverExtendedItemIDs property. This property contains a uint that somehow refers to a UI element which contains one or more properties in a certain display mode. I've been experimenting with the casino rollover, on which the green "profit today" text is referenced by a single uint - similarly, the "Hotel guests ($$$): '4/100'" data row is also one single uint - so, the piece of UI code that is referenced determines both the data and the display format of this data. However, so far I haven't been able to locate where these uints are defined or what they refer to. If anyone else has an idea on where to look (or perhaps knows where the kPropUnitRolloverExtendedItemIDs name was found), I'd be very happy to hear.

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Guys,

    Besides the path appearance mods I've released over the past few days, I've been looking into UI modifications - I've done a few tests, and there are some really interesting possibilities there. The specific thing I've been attempting is to display certain unit properties on the rollover windows. For example, showing the total workers and available jobs per wealth level - or in theory - every single property that's available on a unit (provided that we can access them.).

    My experiments so far have been mainly with the kPropUnitRolloverExtendedItemIDs property. This property contains a uint that somehow refers to a UI element which contains one or more properties in a certain display mode. I've been experimenting with the casino rollover, on which the green "profit today" text is referenced by a single uint - similarly, the "Hotel guests ($$$): '4/100'" data row is also one single uint - so, the piece of UI code that is referenced determines both the data and the display format of this data. However, so far I haven't been able to locate where these uints are defined or what they refer to. If anyone else has an idea on where to look (or perhaps knows where the kPropUnitRolloverExtendedItemIDs name was found), I'd be very happy to hear.

    simcity.cRolloverUI.kPropUnitRolloverExtendedItemIDs = 212843971(<-hex is hash) from simcity ui js file 0x67771f5c-0x40464200-0x7ccc548c

     

    few rollover ui functions under it.

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Guys,

    Besides the path appearance mods I've released over the past few days, I've been looking into UI modifications - I've done a few tests, and there are some really interesting possibilities there. The specific thing I've been attempting is to display certain unit properties on the rollover windows. For example, showing the total workers and available jobs per wealth level - or in theory - every single property that's available on a unit (provided that we can access them.).

    My experiments so far have been mainly with the kPropUnitRolloverExtendedItemIDs property. This property contains a uint that somehow refers to a UI element which contains one or more properties in a certain display mode. I've been experimenting with the casino rollover, on which the green "profit today" text is referenced by a single uint - similarly, the "Hotel guests ($$$): '4/100'" data row is also one single uint - so, the piece of UI code that is referenced determines both the data and the display format of this data. However, so far I haven't been able to locate where these uints are defined or what they refer to. If anyone else has an idea on where to look (or perhaps knows where the kPropUnitRolloverExtendedItemIDs name was found), I'd be very happy to hear.

    this file might helps somewhat 1_test.zip

    this adds a data layer that displays Max LW, MW and HW Tourists to buildings

     

    The PropertyID you want to look at is 0x0ebf1df7

     

    It's a Uint32 value converting it to hex gives you a Hex PropertyID

     

    if you follow it up and check in instance "0x97e741b3" you'll find  the PropertyIds there

     

    you can modify them to whatever you want just convert the PropertyID you want to Decimal and use that.


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

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Fire marshal dispatch? Where'd you find that one?? I'd love to make him go out more often. Same with the detective van.

    most likely from simcityui js file

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    regions uniform naming for finding in drop down easily

      added to xml

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    mostly true fnv but a few not, fillerprops might be more the base for rci / decorations such as sheds etc or the junk between lots when space to cramped. not sure yet

     

     added to xml


      Edited by potorium  

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Fire marshal dispatch? Where'd you find that one?? I'd love to make him go out more often. Same with the detective van.

    if you compile from source there's about 2-3k more id's than the binary dl, or if want to keep groups etc then dl the source code and just keyword scan the instanceregistary and import the csv it makes. latest patch is near all true fnv or just more user friendly readable instance names

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Did some research yesterday together with potorium to try and figure out the structure behind all these files..

    Besides that I want to get rid of the XML's completely and move over to SQL(Lite), because of the high amounts of data that have to be stored. XML is already a bottleneck with just 20k entries, while in the end we will have ~100k+ entries. This would take ~5-10 seconds to load the application with XML.

     

    We found out that what we currently call the GroupId is not what it seems to be..

    This is what I came up with for the new database design:

    Current GroupId = <GroupId[2]>,<FileId[2]>,<InstanceType[4]>
     
    Table: InstanceTypes
    id <int> # last 4 bytes of current GroupId
    name <varchar(128)> # no FNV validation point
    comment <varchar(256)>
     
    Table: Groups
    id <int> #  Currently known as first 2 bytes of GroupId
    name <varchar(128)> # no FNV validation point
    comment <varchar(256)>
     
    Table: Instances
    id <int> # FNV valid name hash
    type <int> # last 4 bytes of current GroupId
    name <varchar(128)> # FNV validated by id
    comment <varchar(256)>
    

    And the backend view for all files (will become a tree view instead of a list):

     (DLC_AMUSEMENT_PARK[0x52])
        |
        |--(PROP[0x00b1b104])
        |    |
        |    |--(Plop_T_AmusementThrill_Base_01[0xc5a11916])
        |    |    |
        |    |    |--(Parent Menu[0x0db9fc63]) = Attractions[0x0653c631]
        |    |    |
        |    |    `--(Menu Item Order[0x0dc1e3e0])[0] = 100
        |    |
        |    |
        |    |
        |    `--(T_AmusementThrill_Base_01_a[0x7bef70d0])
        |    |    |
        |    |    |--(LOD1[0x00f9efbb]) = T_AmusementThrill_Base_01[0x025d3b3c]
    ...................
    

    Reviews are more then welcome!

    Hoping to start with implementing this somewhere this weekend..

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Buggi, i forget if it was you asking about skill level stuff for nuclear?

     

    but whoever it was the skill token prop ids are 

     

    0x0c450089 kPropSkillConsumer_SkillThresholdE2

    0x0c45008a kPropSkillConsumer_SkillThresholdE3

     all propsto change are probably in group 0x40e0c000, its should be easy to find the files to change,

    just need to confirm its a nuclear  power toy or module which are all easy to id with latest xml and template ids from above post of mine if you add the templatetoy, templatetoybase, and templatetoymodule ,. and/or confirm its the nuc plant / upgrade/modules probably easiest by maintenance cost or build cost property values

     

    guessing the threashold needs to be maintained or a countdown is triggered which has its data in a resource bundle prop (at least looks like it). so if changing the threshold in the prop fails, could try playing with the figures in the timer/countdown prop  0x00b1b104-0x40e0c700-0x567d2ba9

     

    ii might work as changing the residential growth threshold seems ok, i just cant touch any capacity prop

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    It wasn't nuclear that I was having issue with, it was the loss of tech level at the electronics modules. Once they lose their level they never gain it back. It seems they are disconnected from the knowledge network that fills that particular bucket.

     

    However I found a sort of work-around. Using Procs BOC mod you can place modules over the top of roads, this effectively refills their tech level each day keeping them at peak production.

     

    I have a Computer manu outside the city making 19,200 crates a day.

     

    Is it possible to tweak the amount of pollution these modules create. I first had the computer plant (with 10 modules) inside the city. The pollution cloud this created was... incredible...@.@


    Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

    https://www.youtube.com/c/FlexibleGames

     

    Share this post


    Link to post

    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