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Corner buildings not on corners ?

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Hi guys.

I've just restarted playing after binge installing and sorting a lot of custom buildings... and I've seen a weird thing happening.

I've got lots of  Goofyguytpa 's w2w buildings, and they look great... but I've seen two of them that are supposed to be corner buildings... growing on non-corner lots.

This one :

And this one :

So I wanted to check in the lot editor if he forgot to make them corners... and maybe fix them myself...

But :

hSoJdWv.png

 

So, now I'm confused.

Is the "corner building" feature in SC4 somehow broken ? :???:

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It is almost certain that you have zoned from street to street in one continuous go. (ie by holding the mouse down and dragging a large area)

It doesn't matter if the zones are broken up into 1x2 lots automatically; the game will treat each area zoned like this as a corner lot. If you want to be 100% certain that you wont grow corner buildings on non corner lots, then you will need to zone each tile separately.

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No... you could zone a large, contiguous area, then unzone a single tile and the large zone will separate into a series of 1 by X size chunks. Or plop a park, civic building, or anything, really, that replaces a zoning tile.

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If the zoning you used on the corner was larger than the width of the building, in this case being 1 tile, it is possible that when the game decided to fill up the zone, it ignored the corner setting on the buildings it picked.

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It is an intriguing look into the ruthless heart of the Gozzo-Ronzo engine. As I noted earlier, you can easily break  zones up to ensure that the corner settings are adhered to for these teeny-tiny buildings.

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    Just now, Mister Giggles said:

    It is an intriguing look into the ruthless heart of the Gozzo-Ronzo engine. As I noted earlier, you can easily break  zones up to ensure that the corner settings are adhered to for these teeny-tiny buildings.

    But if the game decides to break a zone in the middle of a "row" it's pointless. I don't care if the game uses non corner buildings for corners, the problem is that it will use corners for non corners.

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    Based on what Matt says, contiguous zones that are connected to a corner will exhibit this behavior when they sub-divide. A 2x2 zone for example, in the middle of a block and not touching a corner, will not.

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    I did always wonder about this behavior, too. Thanks y'all for this clarification! Awesome!

    Kind regards!

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    The things is, this game was designed to work with P4 machines. All things considered, Maxis really took this game to the edge of what was realistically possible in it's day. Sure, a number of design decisions and silly bugs don't make life easy for players. But then, Maxis weren't making a game where you could control every building and how it grew. They were making a simulator, where the real goal was to succeed in making a city grow. We're just not using the product as intended, whilst it's immensely frustrating sometimes, it's amazing we can do half the things we can, considering they were never intended.

    Who knows, maybe we finally break the code at some point, perhaps that will make life easier for us. But realistically are some DLLs that supliment the core games code really going to change everything? I'm not entirely certain that we'll ever be able to push it that far. But then what do I know, remember Diagonal Bridges were "Impossible". Fixing the CTD from hovering PPs over TE lots was not possible either. Perhaps one day?

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

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    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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