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Wow, I really love these! For me, they're a welcome departure from all those parks that look as if they were meant to put the gardens of Versailles to shame - much more toned down, realistic and pretty much like you'd see them IRL. This is probably as good as premade parks get!

Considering you used a consistent look on all of them, it's really interesting how the last park shown actually seems kinda soulless and bland whereas the one with the artificial lake somehow has a certain atmosphere.

I also like the little details such as the additional light post between those tennis courts on the 'soulless' park! *:)


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

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5 hours ago, The British Sausage said:

This is getting RIDICULOUSLY good!

Thanks for taking the words out of my hands :D

8 hours ago, T Wrecks said:

Considering you used a consistent look on all of them, it's really interesting how the last park shown actually seems kinda soulless and bland whereas the one with the artificial lake somehow has a certain atmosphere.

Maybe is because here we don't have so much on parks or a suitable climate for those lush environments, but I cannot manage to see that last one as 'soulless'; heck, even the first one, that is supposed to look dilapidated, looks much better than anything you could find in Santiago.

Oh, and by the way, symmetry on park design is not necessarily posh, but more of a cultural preference. Here you can find perfectly geometrical parks composed of concrete, dirt, red dirt paths and a couple of squalid plane tree saplings.


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I'm having some problems with textures. Rivit was generous as ever and baked me some replacement ones so that I can integrate your parks in my own system:-), with my prefered textures, and I get some places in almost all parks were the default vanilla texture shows up instead ; I verified the pack is correctly installed with nothing to induce any conflict. In the L.E,. all the pieces show up correctly. I mean, when I look up the textures (gonna open the parks now). Any idea ? (I'm also asking Rivit privately.)

EDIT : After checking some of the parks, I noticed (a) that some vanilla texture pieces (for example, pict 3 top right) seem deliberate : ? ; (b) that there might be one round piece missing (pict 1top left and see below the picts) ;  and c) that a whole range of overlays presents in the L.E. i.e. with vanilla texture : from 0xf8a07505 to 0xfba0755a  (pict 4 and 5). 

AWOL%20textures%20KOSC-X3.jpg

Missing piece ?

Missing%20KOSCPiece-M.jpg 

(and I tried piece 3 from top;  it's not it :-) : goes to diags, whereas the park piece goes to straight)

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Wild guess: those textures aren't from the last GoFSH package, but the one before that.


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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And Rivit, creator of GoFSH, would have had (made ? how do you say this in English ?) that oversight ? Hum... But I'll see what he says :-)


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Well, having them rot away on the STEX is certainly the preferred alternative. *:P

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

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@kingofsimcity “The range 0xf8a07505 to 0xfba0755a is in fact from a new set of textures included as part of the park pack upload. The mini-repository for it is here. This will cover the playground pathway portions in your first 6 screenshots. The remaining ones should be from my SuperSHK Parking Texture repository."  

OK, let me see if I understand this correctly  : I must put those two new folders in my plugins for the vanilla stuff to disappear ? Aaaah, relief ! *:) 

[edit : All of them both ? I mean, I'm a bit worried about the clutter if doublons...]

A passing thought, however : perhaps it would be a good idea to put some indication of that in the STEX upload ? Or maybe even to add those folders to the upload ?

..............

And yes, let's have those new parks rot away on the STEX !!! *:ohyes:


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    @T Wrecks: Indeed it is haha. :rofl:

    @tariely: The repository was linked in the upload under the Texture Replacement section on the STEX description. I haven't added that section to the original parking textures release though. I should look into doing that soon...

    As far as clutter and duplicates are concerned, there is no need to have the original texture files if you generate a replacement set.

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    First off, I'd like to say that I think all of these parks look amazing and that, like mattb325, I think they fill a gap that desperately needed filling in terms of style.

    However, I noticed that they have this little quirk, which I've never noticed with any park or any other lot before:

    5a68bd66e1cc7_Aurora-Dec.27011516737127-Copy-Copy.png.4454ca611619633698d91a3bc32b4a7f.png5a68bd7749e58_Aurora-Jun.30021516742176-Copy-Copy.png.bc1973a3b29e4f9537d71b90a628ed42.png

     

    Naturally, this posed a traffic problem, and I had to remove the park. Disappointing, as you can see it was the centerpiece for that suburb (as these lots deserve to be, imo).

    I wasn't sure what else to do about it except bring it up here. If this is a normal and/or intended behaviour for these parks, please let me know. I haven't tested this with any other park in the set.

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    Just to be sure, did you demolish some network to put the park there? And if you did it, did you also let the simulation run for enough time to allow your sims to change their routes to existing streets? They are a bit slow on this, and tend to drive through even built lots if there are on their old routes to and back from work.


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    7 minutes ago, matias93 said:

    Just to be sure, did you demolish some network to put the park there? And if you did it, did you also let the simulation run for enough time to allow your sims to change their routes to existing streets? They are a bit slow on this, and tend to drive through even built lots if there are on their old routes to and back from work.

    Not at all, that park was one of the first things I placed on this tile after founding the city. I'm sure this is not a simulation issue, as you can see for yourself from the two shots that this persisted for longer than it should have taken the simulator to recalculate, even if that was the case. (And as you can see, it has added some trips. Both shots show the route query tool being used directly on the park.) I don't think I removed the park from my city until sometime in year 03, at which point buildings around it were abandoning due to commute time. But at any rate, nothing was ever there except that park, and when I demolished it, the problem disappeared. Maxis parks on the same block do not produce the effect.

    Good call though, because I've been confused by the traffic simulator having a delay after demolishing networks before. I've learned my lesson now not to let it trick me.

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    I am sorry to rain on the texture parade again *:) but that didn't totally solve the problem :

    Kosc%20textures%20problos%202-X3.jpg

    I just did not find the round piece go2dstraights in pics 1 and 4 in the L.E. despite roaming up and down the overlay menu.

    I can check if the vanilla textures [left of pic] can be replaced manually in the L.E. (as the square one in pict 3 top-right is --but not the rectangular one, which apparently belongs to the tennis piece) ; but I don't think I Can Live :-) with the Ysplit being vanilla (and the other textures in the 0xf48a07505 etc. range. There's another occurrence of that in the parks but I desisted :-).

    How come those won't be replaced ??? HEEEEELP. I WANT to use those parks !


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    @licoricebomb: I think that is a side effect of having a transit-enabled stub on that particular park (may affect the other parks that have that property too). I'll look into it.

    @tariely: Sent a PM, hopefully I can better assist you this way.

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    That's what I thought. So, which of those parks have TE stubs?

    For what it's worth, I really love that pedestrians can cross through the park. It's just not a great thing for road traffic.

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    @licoricebomb: The Tony R. Park (6x7), Toby Ferrian Sports Complex (10x10), M. Mushy Athletic Park (12x12), Silur Community Park (15x10) all have stubs.

    I was able to replicate the behavior that you showed me and indeed, all lots with transit-enabled sections have this issue.

    A normal park. No traffic passes through.

    KaEhLdJ.jpg

    Hovering the query over the transit-enabled park gives an indication of the amount of traffic passing through.

    UQvFENQ.jpg

    Big parks are kind of funny.

    OEOBCk1.jpg

    The culprit was the Transit Switch properties found in the descriptor. Removing those properties restored the parks to a more normal state, which was the way I originally intended it to be. They still have the network-enabled stubs at the end but are no longer prone to disrupting traffic.

    K4Efbbt.jpg

    Expect a fix to come to the STEX soon. Sorry for the inconvenience! 

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    Cool! I'm glad you were able to find a fix so quickly. No need to apologize. You haven't inconvenienced anyone by taking the time to make these parks. And, now you just taught me something about lotting.

    Hey, does your Green Green Tennis Greens park have a TE stub?


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    @licoricebomb: Glad you could learn something from my mishaps. :P The Green Green Tennis Greens park does not have a TE stub.

    I've updated the park pack to v1.02, and the transit stuff should be resolved.

     

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    I can't hardly wait to get my greedy little paws on those in the L.E. to see how you do that half-circular parking and replicate it shamelessly, as it is more or less what I have been trying to do (albeit more roughly)  in my present railway stations relots ! *:ohyes:


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    Aaaah, yes, Modular 'R' Us (a bit of a piraty effect here, arh arh !). You're giving me ideas for my own EBLT texture type set of paths...

    Not so sure about the sport fields but I'm sure you'll convince me.


    Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

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    Wow, great stuff here! I really love the different wealth versions! Up until now, you could either have e.g. a council housing estate without any facilities, or with facilities that look somewhat out of place. This has now changed! And it doesn't look grungy, either. IMO, they strike the perfect balance and look like the neighbourhood (and the mayor) do their best, but don't really have much money to spare. Poor, but not a slum.

    Those smaller modular parks could also be very useful in a medium-wealth version. In my country, we often have larger areas filled with mid-rise tenements (roughly 4 to 6 storeys for the most part) that form longer continuous lines or staggered setups. Quite often there are grass areas and public footpaths for pedestrians and cyclist that lead through these areas and often form connections between parallel streets or cul-de-sacs so pedestrians don't have to walk around the entire block. Quite often you'll also find playground structures, sandboxes, ping-pong tables and the like along these footpaths for the residents to use. Your modular parks would be quite suitable to mimic that in SimCity, but the high-wealth versions are a tad too ritzy and not utilitarian enough for that use. Just a thought. *:)

    I love the work you're doing, and I can totally see myself making good use of these parks. Thank you so much! *:thumb:

    EDIT

    Have you thought about the way you're going to mod these parks yet? I could see some use in making park/LM effect depend on wealth level, with the low-wealth version having very little effect to prevent your low-wealth settlements from being replaced, but since it's your stuff, it's of course your own decision and no one else's to take.

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

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    @kingofsimcity Not convinced by the lighting (especially the tennis(es?) : I've often played at night and that would be completely impossible here). *:) but otherwise : YES ! I was convinced from the beginning, you know... *;) And I like the oval path park too. Those parks are not desolate, just bare, a nice canvas for us props or MMP's bugs... *:party:


    Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

    By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

     

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    These really do look like the sports fields that I see in real life. I had felt like the sports fields were the better done of the maxis lots, but maybe they weren't actually as well done as I had thought!

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