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boformer

Deeper zones? Well, why not?

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Interesting... if they really did build the game anticipating lots as deep as 8 cells, I'm curious why it hasn't been made available as an option or something yet.  Seems like that is near the top of the list of 'fixes' that the community has been asking for.  Nice find!


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I remember reading about oddities with narrow-deep (1x8 tile) lots and curved roads. My solution is for narrow-deep buildings with front plazas or parking, so that tiny 1x1 buildings don't grow in 8-tile deep lots.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    33 minutes ago, OcramsRzr said:

    I remember reading about oddities with narrow-deep (1x8 tile) lots and curved roads. My solution is for narrow-deep buildings with front plazas or parking, so that tiny 1x1 buildings don't grow in 8-tile deep lots.

    That's exactly the problem. A 1x1 building would grow on a 1x8 zone block, leaving 7 cells of unused space. Even with parking lots and decoration, this looks really strange.

    These narrow-deep lots will often appear on curved road segments.

    3 solutions for the problem:

    1. Limit zone depth to 4 cells on curved roads (quite simple, and "solves" the problems)
    2. Tune the zone block spawning algorithm so it spawns wider blocks (complex, does not fix the problem in all situations)
    3. Implement a more intelligent spawning algorithm (complex, but this has to be done to support 8x8 lots. The question is how intelligent it will be)

    Probably we will end up with a combination of these solutions.

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    Japan has pencil towers of multiple depths and if 1x8 tile zones show up mainly on curved roads, wedge-shaped buildings could potentially fill up 1x6 tile zones (2 tiles of entrance plaza would look fine).

    I'm surprised not to have seen 1x3 or 1x4 midrise or highrise buildings on the workshop yet. Maybe I haven't looked hard enough, yet.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    43 minutes ago, boformer said:

    The same class also contains render textures for clipped, pavement, gravel and field ground textures (yes, a brush for that is possible).

    OMG Yes, we need a brush for those textures, I'm tired of seeing people us parks.

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    If different roads could support different depths, I suggest only giving 3+ (2/1 or 3 one way) roads the option of 8-deep zones.

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    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    ZoneManager is now also inspected and just one or two changes are required to support larger zones.

    I also looked at the rendering code. No changes are needed, it should just work.

    Next step is ZoneTool, which will require some changes.

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    ZoneTool is now also inspected (though I didn't decrypt every single line of code).

    Here are the overall results:

    • ZoneBlock requires 36 changes (almost every single method) and major rewrites of the spawning algorithm
    • ZoneManager requires changes in 2 methods
    • ZoneTool requires changes in 5 methods
    • RoadAI.CreateZoneBlocks must be tweaked (low-priority)
    • A custom data structure is needed to save the zone type data of the extra cells

    I also did a test with the zone brush fill tool: It always attempts to fill a 64x64 area, and it doesn't matter how deep the zones are. No problems here!

    2016-02-14_00003.thumb.jpg.d5deed1696cfc

    The picture also gives you an idea how 8 cell deep zones will look like. Just imagine half of the roads would be gone ;)

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    Looking Fantastic!!! I will have to make a large growable building for this when its working.

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    Should be interesting to see how well it all works, though importantly how much of a hit on the system it might cause.. But will be interesting all the same..

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    You know, if you or someone else can do this, make a larger growables mod, that would inspire me to make more Simcity 3K buildings in the future!

    Many small lots and houses in Simcity 3000 Unlimited amount to a 2x2 area in CSL, and many larger moderate buildings amount to 4x4 in CSL, but most of the major iconic growables and towers have a 6x6 footprint in CSL, with the largest growables - a few large skyscrapers - being 8x8 in CSL. (I figure 1 tile in SC3K equals 2 tiles in CSL, and that scaling seems to work.) So if you can get us 8x8, you know what that would mean?

    CITIES: SKYLINES 3000!

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    In theory 16x8 or 8x16 growables would also be possible. Even 16x16 though that would probably be overkill.

    Right now I'm looking at different parts of Baltimore (just a random find on Google earth).

    • Many of the larger high-rises I would consider as growables are about 80x60m (10x8 or 12x8)
    • Small warehouses and factories are 64x64m, going up to 200x100m (that's definitely not possible).
    • Larger commercial with some parking spaces start at about 64x64m going up to 150x150m (and larger)
    • High-wealth low-density lots easily exceed the size of 64x64 (though that would be an acceptable size)

    I think the current maximum plot sizes (16x8, 15x9, 14x10, 13x12, ...) would be a good goal.

    All that would require a quite complex spawning algorithm, because the "gap avoidance" of the current algorithm must be scaled up for larger lots (you would not want a 2x8 gap between two 12x8 factories).

    I think a slider to adjust the size of the buildings would also be required when there is such a huge size range. I feel that only relying on styles or themes would not work.

    Another thought is that roads with deeper zones must be more expensive. Otherwise it would probably misbalance the game.

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    This is getting me excited. Finally, the possible possibility of bigger zones and more realistically-scaled buildings. You know how much I hate the idea of scaling things down.

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    Just now, AJ3D said:

    Are there any performance downsides to having the ZoneBlocks be 16+ tiles deep?

    It does some additional calculations (iterating through 8 instead of 4 cells), but that's not taxing on the CPU.

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    One of the biggest hang ups for me was the limited growable zone size, so this is really encouraging!  Awesome work!  I'm still wondering why an entire team at Colossal Order couldn't make this happen by now... :uhm:


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

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    And now one of C:S biggest flaws is being addressed. Well done boformer!


    Dear sir/madam/whoever will read this!

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    27 minutes ago, SimCoug said:

    One of the biggest hang ups for me was the limited growable zone size, so this is really encouraging!  Awesome work!  I'm still wondering why an entire team at Colossal Order couldn't make this happen by now... :uhm:

    Who knows, maybe there is some kind of critical bottleneck that will stop me...

    Also, little update: I just solved that collision issue. It was my own fault.

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    Apparently there's a way to make certain buildings connect (using skybridge, lobby, or similar props) when they are next to each other though I would indeed enjoy seeing 8x8 skyscraper lots (buildings could be 6x7).


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    11 minutes ago, boformer said:

    Who knows, maybe there is some kind of critical bottleneck that will stop me...

    Also, little update: I just solved that collision issue. It was my own fault.

    I, for one, hope that is not the case ;)

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

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    Here is the current source code.

    I will finish the serialization and configurable zone depth, then I will take a break from Skylines modding for a while. Other developers can take the source code and do whatever they want.

    To make the mod usable, a few things have to be done:

    • Rewrite the growable spawning algorithm to support larger lots (there are a few hints in the code, but this is a major task)
    • Make compatible with other mods (or warn players that incompatible mods were found)
    • Re-use the "Larger Footprints" code to increase the growable size limit
    • Add a way to influence lot size in a district
    • Add some kind of ghost mode

    Right now the mod is incompatible with Building Themes, 81 Tiles, Building Simulation Overhaul and probably a few other mods.

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    That does sound like an awfully big task. Do you think other modders would be up to it in your absence? It'd be great to start making larger growables eventually.

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