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Historic Harbor

Historic Harbor Support Thread

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HH_Masthead01.jpg?dl=0

 

 

Please use this thread to report any problems, suggestions and critiques with the Historic Harbor set.  Feel free to also share pictures, tips, tricks or any creative uses you have found - we'd love to see your Historic Harbors in action.    

Thanks for your support, and we hope you enjoy this set.   :D

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Looking highly interesting indeed. I have been looking historic style harbour for my historic cities.

 

But one question, because I didn't see info on the item desribtion. Is this a funtional port? If so can it be used with other port modes? Such as SimPeg's CDK?

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Looking highly interesting indeed. I have been looking historic style harbour for my historic cities.

 

But one question, because I didn't see info on the item desribtion. Is this a funtional port? If so can it be used with other port modes? Such as SimPeg's CDK?

 

Currently, no, there is no lot that functions as a seaport - but there has been talk of creating such a lot (we just haven't looked into the modding aspect yet).  There are a number of add-ons planned in the coming months, so keep your eye out.

 

excellent work

Thank you!

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SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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Too bad. I would love to have a functional historic port. But I understand that modding a functional port is bit tricky. Especially making one that doesn't cause terminal crashes.

 

I did download the set and I can see that lots are small. Functional seaport probably needs a larger single lot.

 

To me it looks like the set is aimed to those how like design beautiful cities by ploping each individual building. I personally like to grow up cities by playing and I prefer larger functional lots.

 

Nevertheless work looks superb and this pack offets many possibilities.

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Too bad. I would love to have a functional historic port. But I understand that modding a functional port is bit tricky. Especially making one that doesn't cause terminal crashes.

 

I did download the set and I can see that lots are small. Functional seaport probably needs a larger single lot.

 

To me it looks like the set is aimed to those how like design beautiful cities by ploping each individual building. I personally like to grow up cities by playing and I prefer larger functional lots.

 

Nevertheless work looks superb and this pack offets many possibilities.

 

We love functional lots too.  :yes: 

 

However we decided to release the 'basics' first of all, to lay a foundation on which to build.   ;) 

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The whole set is right in my wheelhouse of city creation and I find this very useful, highly thorough, and painstakingly detailed. Thanks all for a truly remarkable project!  If this is a launching board for additions, I agree, a functional seaport with matching pieces would be a great direction to go in. IMO, a small-sized seaport would work well for the HH set's aesthetic, but a range of sizes would be nice too. Maybe on down the road after these busy folks have had a breather. 

 

If anyone is looking for a seaport to use right now, I'd suggest the BSC Rural Seaport found in the BSC Functional Seaports over at SC4Devotion. It's stripped down and vintage enough to look good beside the HH set, albeit slightly out of scale with it. Just know that I don't think it functions alongside PEG's seaport controller, if you have their seaports installed.

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The whole set is right in my wheelhouse of city creation and I find this very useful, highly thorough, and painstakingly detailed. Thanks all for a truly remarkable project!  If this is a launching board for additions, I agree, a functional seaport with matching pieces would be a great direction to go in. IMO, a small-sized seaport would work well for the HH set's aesthetic, but a range of sizes would be nice too. Maybe on down the road after these busy folks have had a breather.

 

Thanks, it's good to hear that someone is enjoying the set! :)

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I like the feature that gives you a plop of the piece you query for info. Very useful to save digging in menus... but I have a problem. Many of the lots (like the #2 building plop of a warehouse) just give me the Ortho Watchtower plop when queried for info. Suggestions welcome.

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25 minutes ago, CT14 said:

I like the feature that gives you a plop of the piece you query for info. Very useful to save digging in menus... but I have a problem. Many of the lots (like the #2 building plop of a warehouse) just give me the Ortho Watchtower plop when queried for info. Suggestions welcome.

Hmm... probably just human error when modding the lots (or a placeholder that was never updated to the correct lot).  Vortext was the mastermind behind that little trick, so I can't tell you off the top of my head how to fix it.  Maybe if you can list the lots that need correcting we can come up with a solution :)


SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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Thanks - I will try to make a complete list. I don't know what the trick is either, but it's a good one!

I found a clue in e.g. Fillers.dat, there are LTEXT files that contain just:

#game.tool_plop_building(hex2dec("4F7EF18B"))#

The thing is, all the LTEXT files do seem to have unique values in the argument to hex2dec, and these values match the Instance values for the named lots...so I'm not sure where the problem is arising. Back to making a list.

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Glad to hear you like the feature CT14, and frankly I'm a bit amazed the issue hasn't surfaced sooner. :lol:

You're right the LTEXT is one piece of the puzzle, the other piece is the custom UI file and this is were a human error is located indeed. See, it's the UI file which actually points to the hex2dec LTEXT file, thus giving you the lot under the cursor. And it appears I used the Watchtower files as a template/placeholder, but failed to update them for some lots and hence the UI still points to the Watchtower hex2dec LTEXT. I've gone over the fillers and corrected them, I'll go over the rest of the UI files asap.

If you like to know how it works exactly, see here.

 

edit, I've gone over the other files as well and found a few more incorrect UIs, though interestingly they did not point towards the Watchtower. At any rate, awaiting an official update you can download the fixed versions right here. Simply copy/paste the three files over the existing files in your plugins folder.

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Vortext: Thanks so much! I just got around to doing a 'clean room' reproduction of the bug, and then saw your message.

I'm testing it again and will report when I'm sure of what I'm seeing.

Unrelated to this issue: A few ideas that have come to mind while building with this set: It would be neat to have industry-specific addon sets like shipbuilding, lumber, or grain, to really nail the look and feel of 19th century company or colonial towns based around one large facility.

Another interesting direction would be villages built out on wharfs - these lots would also be useful for hilly/swampy terrain on land, in cities where streets were laid out and built on hastily before level/fill of terrain, burial of streams and wells, and so forth.

Basically, I am considering a mashup of HH with some 19th century BATs to get an antique version of this:

To get something like this:sl9RzUf.jpg

Edit: I still don't get the plop on Diagonal Warehouse 2 with the patch, but I think I found how to fix it. Fun!

 

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Ha yes, that's what I get for doing it hastily and not thinking it through. Obviously the improperly modded UIs also still pointed towards incorrect descriptive LTEXTs and icon PNGs, but from your edits it seems you've managed to solve it yourself! :thumb:

As for Diagonal Warehouse 2, there's a typo in the UI so it doesn't correctly point towards the hex2dec LTEXT. In case you haven't found it yet I've uploaded the revised files again, here. They should all work properly now.

As for your idea of a village out on the water, it'd be very cool indeed. In fact I've been tempted to use Cogeo's Harbor Village many times but decided against it because it looks too modern for my tastes (in case you didn't know, like Simcoug, I'm also developing a region in historic fashion, shown here). I would be very happy if someone were to use HH as the basis for such a concept, or any of the other ideas you mentioned for that matter. :yes:

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Thank you @vortext - I just saw this. I'll retest with your latest versions.

As far as harbor village development, it seems that using flat slope mods/diagonal bridge ought to make it straightforward to lay out streets - perhaps a board street SAM override mod would help for the residential zoning.

Let HH be the Historic Harbor piers, S be the boardwalk street laid out on the center tile of DBE sculpted 3-tile wide intersecting strips of terrain, residential and commercial zones on the outer 2 of those 3 tiles, and we get something like this for a 5 tile wide cross section of harbor village development as seen in the photo above:

HH | R$ | S | C$ | HH

Also, thanks for the inspiration via your CJ link! There are so many variations on these themes to be made. My feeling is that "going heavy" on the 19th century content also seems appropriate for a 1920s/30s prototype setting as well, before post-WWII redevelopments, but with trams and autos galore.

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@vortext Testing "HH UI plop fix v2.zip" :read:

Fillers: 100% working with UI and query plops.

Construction: 100% working with UI and query plops.

Fences: 100% working with UI and query plops.

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@vortext @SimCoug I made a relot for Historic Harbor, with more planned. Is there a process for reviewing HH-compatible content? I'm still figuring out the custom query, but I'd really appreciate some sort of testing before release - or a development checklist I can follow if one already exists.

Here is the JMeyers Bender Building for Historic Harbor:

MyhxNFP.jpg

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@CT14 - awesome!  I know you know your way around the LE and reader, so I'm sure you will have things in order, but it you want a second set of eyes, send me a PM and I can take a look.  BTW, that's one of my favorite jmyers industrial building *:thumb:

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I am almost ready for some testing to make sure I have the exemplars right.

I created a tool to make new lots, because it was just too much clicking! It uses a template file, plus AutoIT to automate the process of duplicating the exemplars then updating IDs. The tool leaves me with a complete generic HH lot that I can customize easily in PIM-X with a real name, props, etc.

Creating and debugging the script probably took as long as doing 20 or 30 new empty lots by hand, but I'll never have to do it again! Now I can just churn out a lot with a keystroke.

Here is a 1 minute video of the "Lot Factory" in action (warning, 30MB animated GIF):

https://imgur.com/a/6T1J5

And here is the AutoIT code used to run it. This probably only works on 1920x1080 displays. (edit: and relies on the Reader UI being set up identically - use this as a guide, not a working tool)

Spoiler

.au3 file contents:


#region --- Au3Recorder generated code Start (v3.3.9.5 KeyboardLayout=00000409)  ---

#region --- Internal functions Au3Recorder Start ---
Func _Au3RecordSetup()
Opt('WinWaitDelay',100)
Opt('WinDetectHiddenText',1)
Opt('MouseCoordMode',0)
EndFunc

Func _WinWaitActivate($title,$text,$timeout=0)
    WinWait($title,$text,$timeout)
    If Not WinActive($title,$text) Then WinActivate($title,$text)
    WinWaitActive($title,$text,$timeout)
EndFunc


_AU3RecordSetup()
#endregion --- Internal functions Au3Recorder End ---

#region --- Save As new file ---
_WinWaitActivate("Reader","")
MouseClick("left",20,40,1)
Sleep(50)
MouseClick("left",20,205,1)
_WinWaitActivate("Save As","")
Sleep(50)
MouseClick("left",700,400,1)
Sleep(50)
Send("{BACKSPACE}")
Sleep(50)
Send("{BACKSPACE}")
Sleep(50)
Send("{BACKSPACE}")
Sleep(50)
Send("{BACKSPACE}")
Sleep(50)
Send("1")
Sleep(50)
Send("{ENTER}")
ConsoleWrite("OK, saved new file" & @CRLF)
#endregion --- Save As end ---


#Region --- Generate a new Instance and copy it Start ---
Sleep(50)
MouseClick("right",571,116,1)
Sleep(50)
MouseClick("left",616,652,1)
Sleep(50)
MouseClick("left",257,77,1)
_WinWaitActivate("File Info","")
Sleep(50)
MouseClick("left",360,129,1)
_WinWaitActivate("Header - Edit","")
Sleep(50)
MouseMove(176,229)
Sleep(50)
MouseDown("left")
Sleep(50)
MouseMove(89,224)
Sleep(50)
MouseUp("left")
Sleep(50)
MouseClick("right",124,226,1)
Sleep(50)
MouseClick("left",162,292,1)
Sleep(50)
MouseClick("left",162,292,1)

$text = ClipGet()

ConsoleWrite("#EndRegion --- Generate a new Instance and copy it End ---" & @CRLF)
#EndRegion --- Generate a new Instance and copy it End ---


#Region --- Apply the new Instance ID to the other exemplars which share it Start ---
_WinWaitActivate("File Info","")
ConsoleWrite("Got window File Info" & @CRLF)
Sleep(10)

MouseClick("left",-130,-120,1)
Sleep(10)
MouseClick("left",1107,372,1)
_WinWaitActivate("Header - Edit","")
ConsoleWrite("Got window Header - Edit" & @CRLF)
Sleep(10)
MouseClick("left",153,232,1)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Send($text, 1)
MouseClick("left",183,287,1)
ConsoleWrite("OK, set new instance ID for exemplar #2" & @CRLF)
_WinWaitActivate("File Info","")
Sleep(10)

MouseClick("left",-139,-100,1)
Sleep(10)
MouseClick("left",1088,373,1)
_WinWaitActivate("Header - Edit","")
Sleep(10)
MouseClick("left",155,232,1)
Sleep(10)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Send($text, 1)
MouseClick("left",159,287,1)
ConsoleWrite("OK, set new instance ID for exemplar #3" & @CRLF)
_WinWaitActivate("File Info","")
Sleep(10)

MouseClick("left",-157,-90,1)
Sleep(10)
MouseClick("left",1115,375,1)
_WinWaitActivate("Header - Edit","")
Sleep(10)
MouseClick("left",157,223,1)
Sleep(10)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Send($text, 1)
MouseClick("left",181,282,1)
ConsoleWrite("OK, set new instance ID for exemplar #4" & @CRLF)
_WinWaitActivate("File Info","")
Sleep(10)

MouseClick("left",-157,-78,1)
Sleep(10)
MouseClick("left",1115,375,1)
_WinWaitActivate("Header - Edit","")
Sleep(10)
MouseClick("left",157,223,1)
Sleep(10)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Send($text, 1)
MouseClick("left",181,282,1)
ConsoleWrite("OK, set new instance ID for exemplar #5" & @CRLF)
_WinWaitActivate("File Info","")
Sleep(50)

MouseClick("left",-115,-69,1)
Sleep(10)
MouseClick("left",1106,375,1)
_WinWaitActivate("Header - Edit","")
Sleep(50)
MouseClick("left",157,229,1)
Sleep(50)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Send($text, 1)
MouseClick("left",186,288,1)
ConsoleWrite("OK, set new instance ID for exemplar #6" & @CRLF)
_WinWaitActivate("File Info","")
Sleep(10)

ConsoleWrite("#EndRegion --- Apply Instance ID to other exemplars which share it End---" & @CRLF)
#EndRegion --- Apply Instance ID to other exemplars which share it End ---

#Region --- Update Instance ID in exemplar properties Start ---
ConsoleWrite("#Region --- Update Instance ID in exemplar properties Start ---" & @CRLF)

#Region --- Update Exemplar #1 Properties Start ---
ConsoleWrite("#Region --- Update Exemplar #1 Properties Start ---" & @CRLF)

MouseClick("left",383,9,1)
ConsoleWrite("OK, clicked 383 9" & @CRLF)
Sleep(10)
MouseClick("left",609,118,1)
ConsoleWrite("OK, clicked 609 118" & @CRLF)
Sleep(10)
MouseClick("left",1695,690,1)
ConsoleWrite("OK, clicked 1695 690 to edit field" & @CRLF)
Sleep(10)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
ConsoleWrite("Removed old ID" & @CRLF)
Sleep(10)
$text = ClipGet()
ConsoleWrite("Got text " & $text & " from clipboard" & @CRLF)
Send($text, 1)
Sleep(10)
Send('"))#', 1)
Sleep(10)
MouseClick("left",1050,115,1)
Sleep(10)
ConsoleWrite("OK, clicked 1050 115 to Apply changes to exemplar #1 property" & @CRLF)
Sleep(10)
ConsoleWrite("#EndRegion --- Update Exemplar #1 Properties End ---" & @CRLF)
Sleep(10)
#EndRegion --- Update Exemplar #1 Properties End ---

#Region --- Update Exemplar #2 Properties Start ---
ConsoleWrite("#Region --- Update Exemplar #2 Properties Start ---")
MouseClick("left",596,133,1)
ConsoleWrite("OK, clicked 596 133 to access Exemplar #2" & @CRLF)
Sleep(10)
MouseClick("left",1500,192,1)
ConsoleWrite("OK, clicked 1500 192 to edit text Property" & @CRLF)
Sleep(10)
Send("1")
ConsoleWrite("OK, sent 1" & @CRLF)
Sleep(10)
MouseClick("left",1063,112,1)
ConsoleWrite("OK, clicked 1063 112 to Apply changes to Exemplar #2 text property" & @CRLF)
Sleep(10)
ConsoleWrite("#EndRegion --- Update Exemplar #2 Properties End ---" & @CRLF)
#EndRegion --- Update Exemplar #2 Properties End ---

#Region --- Update Exemplar #3 Properties Start ---
ConsoleWrite("#Region --- Update Exemplar #3 Properties Start ---")
MouseClick("left",604,148,1)
ConsoleWrite("OK, clicked 604 148 to access exemplar #3" & @CRLF)
Sleep(10)
MouseClick("left",848,171,2)
ConsoleWrite("OK, clicked 848 171 twice to access UI Properties for QueryPlop" & @CRLF)
_WinWaitActivate("UI Properties","")
ConsoleWrite("Got window UI Properties" & @CRLF)
Sleep(10)
MouseClick("left",250,106,2)
ConsoleWrite("OK, clicked 250 106 twice to edit captionres field in UI Properties for QueryPlop" & @CRLF)
Sleep(10)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Sleep(10)
MouseClick("right",250,108,1)
ConsoleWrite("OK, right clicked 250 108 to access context menu" & @CRLF)
Sleep(10)
MouseClick("left",313,203,1)
ConsoleWrite("OK, clicked 313 203 to paste" & @CRLF)
Sleep(10)
Send("{SHIFTDOWN}]{SHIFTUP}{ENTER}")
ConsoleWrite("OK, sent ] ENTER" & @CRLF)
Sleep(10)
MouseClick("left",-354,-285,1)
ConsoleWrite("OK, clicked -354 -285 to Save changes to UI Properties" & @CRLF)
Sleep(10)
ConsoleWrite("OK, slept" & @CRLF)
ConsoleWrite("#EndRegion  --- Update Exemplar #3 Properties End ---" & @CRLF)
#EndRegion  --- Update Exemplar #3 Properties End ---

#Region --- Update Exemplar #5 Properties Start ---
ConsoleWrite("#Region --- Update Exemplar #5 Properties Start ---" & @CRLF)

MouseClick("left",579,177,1)
ConsoleWrite("OK, clicked 579 177 to access Exemplar #5" & @CRLF)
Sleep(10)

MouseClick("left",1552,148,2)
ConsoleWrite("OK, clicked 1552 148 twice to access Exemplar Name Property in Exemplar #5" & @CRLF)
Sleep(10)
_WinWaitActivate("Property :","")
ConsoleWrite("Got window Property" & @CRLF)
MouseClick("left",261,517,1)
ConsoleWrite("OK, clicked 1552 148 to edit value in field" & @CRLF)
Sleep(10)
Send("1")
ConsoleWrite("OK, sent 1 to append to value" & @CRLF)
Sleep(10)
MouseClick("left",315,522,1)
ConsoleWrite("OK, clicked 315 522 to pre-apply changes to Exemplar Name property in Exemplar #5" & @CRLF)
Sleep(10)
MouseClick("left",150,568,1)
ConsoleWrite("OK, clicked 150 568 to apply changes to Exemplar Name property in Exemplar #5" & @CRLF)
Sleep(10)

MouseClick("left",1433,286,2)
ConsoleWrite("OK, clicked 1433 286 twice to access Query exemplar GUID property in Exemplar #5" & @CRLF)
Sleep(10)
_WinWaitActivate("Property :","")
ConsoleWrite("Got window Property" & @CRLF)
MouseClick("left",239,516,1)
ConsoleWrite("Clicked 239 516 to edit value in field" & @CRLF)
Sleep(10)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Send($text)
MouseClick("left",343,515,1)
ConsoleWrite("Clicked 343 515 to pre-apply changes to Query exemplar GUID property in Exemplar #5" & @CRLF)
Sleep(10)
MouseClick("left",147,559,1)
ConsoleWrite("Clicked 147 559 to apply changes to Query exemplar GUID property in Exemplar #5" & @CRLF)
Sleep(10)

MouseClick("left",1460,355,2)
ConsoleWrite("Clicked 1460 355 to access PluginPackID property in Exemplar #5" & @CRLF)
Sleep(10)
_WinWaitActivate("Property :","")
ConsoleWrite("Got window Property" & @CRLF)
MouseClick("left",235,515,1)
ConsoleWrite("Clicked 235 515 to edit value in field" & @CRLF)
Sleep(10)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Sleep(10)
Send($text)
Sleep(10)
MouseClick("left",334,511,1)
ConsoleWrite("Clicked 334 511 to pre-apply changes to PluginPackID property in Exemplar #5" & @CRLF)
Sleep(10)
MouseClick("left",143,563,1)
ConsoleWrite("Clicked 143 563 to apply changes to PluginPackID property in Exemplar #5" & @CRLF)
Sleep(10)

MouseClick("left",1448,396,2)
ConsoleWrite("Clicked 1448 396 to access ItemIcon property in Exemplar #5" & @CRLF)
Sleep(10)
_WinWaitActivate("Property :","")
ConsoleWrite("Got window Property" & @CRLF)
MouseClick("left",202,511,1)
Sleep(10)
ConsoleWrite("Clicked 202 511 to edit value in field" & @CRLF)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Sleep(10)
Send($text)
Sleep(10)
MouseClick("left",321,514,1)
ConsoleWrite("Clicked 321 514 to pre-apply changes to ItemIcon property in Exemplar #5" & @CRLF)
Sleep(10)
MouseClick("left",156,570,1)
ConsoleWrite("Clicked 156 570 to apply changes to ItemIcon property in Exemplar #5" & @CRLF)
Sleep(10)

MouseClick("left",1605,500,2)
ConsoleWrite("Clicked 1605 500 twice to access Item Description Key property in Exemplar #5" & @CRLF)
_WinWaitActivate("Property :","")
ConsoleWrite("Got window Property" & @CRLF)
MouseClick("left",235,513)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Sleep(10)
Send($text)
Sleep(10)
MouseClick("left",350,521,1)
ConsoleWrite("Clicked 350 521 to pre-apply changes to Item Description Key property in Exemplar #5" & @CRLF)
MouseClick("left",133,566,1)
ConsoleWrite("Clicked 133 566 to apply changes to Item Description Key property in Exemplar #5" & @CRLF)

MouseClick("left",1460,509,2)
_WinWaitActivate("Property :","")
ConsoleWrite("Got window Property" & @CRLF)
MouseClick("left",188,524,1)
ConsoleWrite("Clicked 188 524 to edit value in field" & @CRLF)
Send("{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}{BACKSPACE}")
Sleep(10)
Send($text)
Sleep(10)
MouseClick("left",304,522,1)
ConsoleWrite("Clicked 304 522 to apply changes to Lot Resource Key property in Exemplar #5" & @CRLF)
MouseClick("left",166,560,1)
ConsoleWrite("Clicked 166 560 to apply changes to Lot Resource Key property in Exemplar #5" & @CRLF)

ConsoleWrite("#EndRegion --- Update Exemplar #5 Properties End ---" & @CRLF)
#EndRegion --- Update Exemplar #5 Properties End ---

#Region --- Update Exemplar #6 Properties Start ---
ConsoleWrite("#Region --- Update Exemplar #6 Properties Start ---" & @CRLF)

MouseClick("left",583,192,1)
MouseClick("left",1544,142,2)
_WinWaitActivate("Property :","")
ConsoleWrite("Got window Property" & @CRLF)
MouseClick("left",255,515,1)
Send("1")
MouseClick("left",300,512,1)
MouseClick("left",172,560,1)

ConsoleWrite("#EndRegion --- Update Exemplar #6 Properties End ---" & @CRLF)
#EndRegion --- Update Exemplar #6 Properties End ---

ConsoleWrite("#EndRegion --- Update the references to the Instance ID in exemplar properties End ---" & @CRLF)
#EndRegion --- Update the references to the Instance ID in exemplar properties End ---


#Region --- Rebuild Config and Save Start ---
ConsoleWrite("#Region --- Rebuild Config and Save Start ---" & @CRLF)

MouseClick("right",865,487,1)
Sleep(10)
MouseClick("left",901,542,1)
ConsoleWrite("Reindexed LotConfig" & @CRLF)
Sleep(10)
MouseClick("right",323,515,1)
Sleep(10)
MouseClick("left",450,989,1)
ConsoleWrite("Reindexed file" & @CRLF)
Sleep(10)
MouseClick("right",352,492,1)
Sleep(10)
MouseClick("left",470,1015,1)
ConsoleWrite("Rebuilt directory file" & @CRLF)


MouseClick("left",95,67,1)
ConsoleWrite("Clicked 95 67 to save changes to the new file" & @CRLF)

ConsoleWrite("#EndRegion --- Rebuild Config and Save End ---" & @CRLF)
#EndRegion --- Rebuild Config and Save End ---


#endregion --- Au3Recorder generated code End ---

 

 

 

 

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@vortext

Hi Vortext (I hope you don't mind me pinging you). I'm bringing this post back from beyond... =p

I recently installed the Historic Harbor mod, and overall I'm very pleased with it. It adds the ability to customize your coasts so much, for each and every little coastal village you have. Really grand work on this! However, I am having a graphical issue that I didn't see mentioned in the readme. Basically, at different view angles, you can see some of the assets of the Historic Harbor (the docks themselves it seems) actually seem to show darker or tinted when compared to the other assets.

 

5ff48f4d36b98_ScreenShot01-05-21at04_00AM.jpg.c528a0ed24728967d16f370c31c67865.jpg

^Everything is mostly ok on this shot, however you can see the pier tiles on the far right have a slightly darker tint to them.

 

5ff48f4816724_ScreenShot01-05-21at04_01AM.jpg.6d5ed90b16005c2bf43e727c8ba75c6a.jpg

^In this pic, you can see the graphical tint issue is more pronounced (which is a bummer, because this is the view I want to be the default view of this little harbor), but the affected area is in an entirely different portion of the dock.

 

5ff48f4223a28_ScreenShot01-05-21at03_58AM.jpg.7b5ebd8558e79eeeb1422e96d9f57ced.jpg

^Just a wider perspective to show the docs are still tinted.

 

I know this is an older thread, but was wondering if there are still a lot of players using Historic Harbor, and if you've experienced this tinting issue I'm talking about? If so, any workaround or fix? NOTE: I already tried the switching to data view and then switching All Off, and that doesn't affect this tinting issue I'm talking about.

Thanks!

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"Find what you love and let it kill you." ~ Charles Bukowski

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Quote

Hi Vortext (I hope you don't mind me pinging you). I'm bringing this post back from beyond... =p

I recently installed the Historic Harbor mod, and overall I'm very pleased with it. It adds the ability to customize your coasts so much, for each and every little coastal village you have. Really grand work on this! However, I am having a graphical issue that I didn't see mentioned in the readme. Basically, at different view angles, you can see some of the assets of the Historic Harbor (the docks themselves it seems) actually seem to show darker or tinted when compared to the other assets.

Don't expect a quick answer. He posted in 2016. That's the "water bug". Usually happens around shores and near any kind of water. Graphical glitch. That's why most folks don't use plop beaches. HH is good for raised walkways in Western towns, tho. Not too good for piers.

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hi @Daeris, pinging is quite alright, I still lurk in the background (or rather I still have email notifications :) )

As for what the issue is, contrary to @SIM-ple Jack I don't think that's the waterbug actually. Reason being it's such a prominent and well known issue I'd reckon it would have surfaced way sooner. Like, we'd likely be aware of it in the early stages when discussing the feasibility of the project. Then again, I could be completely wrong. Been so long since I played, the ins-and-outs of particular game quirks (of which there are many) escape me at the moment (and don't even have it installed anymore so can't do a quick check). Out of curiosity though, how does the (water) pollution look like at that spot? Just one thing that sprang to mind as to what could have a graphical effect on the props. 
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I've had this problem before, as I use the set extensively. It's not pollution, because I got it before anybody ever lived there. If not the waterbug, it's likely uneven terrain, or not following the direction of the slats(which doesn't look to be the case from Daeris' pic). It's a huge set, so some pieces can be mistaken for each other if not paying close attention, and will do different things when placed, even in the correct orientation. It's somewhat testy, like plop water.

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Thanks for confirming pollution isn't it. Uneven terrain seems a likely culprit indeed. @Daeris maybe worth to try to smooth out the seabed and see if that makes a difference. And yeah, with the benefit of hindsight we probably should've made a more condensed set with a few premade 'show' pieces, so to speak. Ah well, be it as harbor or walkways it's nice to know it's still being used. :thumb: 

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@vortext Sorry for my slower reply. Yeah, not sure on pollution (haven't been in-game in a little bit). Barely anyone does live there and I have 0 industrial. I literally just started the village, so I wouldn't think there is much pollution there. 

4 minutes ago, vortext said:

@Daeris maybe worth to try to smooth out the seabed and see if that makes a difference.

Any tips for doing this? It's so deep right there it's a little tricky. Just best to use god or mayor mode level tool? I will certainly try to do this though.

 

5 minutes ago, vortext said:

be it as harbor or walkways it's nice to know it's still being used.

Yeah definitely, I see many applications still in use for it! It's a great set. :)


"Find what you love and let it kill you." ~ Charles Bukowski

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5 hours ago, Daeris said:

Any tips for doing this? It's so deep right there it's a little tricky. Just best to use god or mayor mode level tool? I will certainly try to do this though.

Level terrain tool in GM toolbar with CTRL+Shift+2, or leveler in MM(more expensive), or use streets to level(most expensive and tedious) and you'll probably need to use "setsealevel O" cheat for the second 2, which usually destroys any bridges and some roads you may have built.

 

5 hours ago, Daeris said:

definitely, I see many applications still in use for it! It's a great set.

Best with plop water.

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