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    • By Bach2Baroque
      Hi, started learning how to do basic 3dmodelling & custom assets for skylines about a week ago, so i'm bound to face problems.
      My issue now is that I made a tiny 2 x 1 building but the editor will always auto expand it to 2x4 regardless of what size i choose. I could scale my model bigger to fit a 3x2 lot but that would be too big compared to the IRL version. I really want to stay within the 2x1 size. If someone could help/explain to me what i'm doing wrong i'd really appreciate it.
       
    • By Durfsurn
      Random freezes occur, everything stops and buttons are unclickable but the cursor is fine (C:S style) and even goes away when I middle click and drag as if to move the FOV. Any idea whats going on? End of output log here: https://pastebin.com/e36bFwwc
    • By BehaUlas
      Hi, I'm trying to call some things whenever a road gets built, I tried doing this but whenever I build a road the startNodeID.m_position.y is something like 260
      Array16<NetSegment> lastRememberedNodes; void Update(){ for (int i = 0; i < Singleton<NetManager>.instance.m_segments.m_buffer.Length; i++) { NetSegment item = Singleton<NetManager>.instance.m_segments.m_buffer[i]; if (item.m_flags != lastRememberedNodes.m_buffer[i].m_flags) { NetNode startNodeID = NetManager.instance.m_nodes.m_buffer[item.m_startNode]; NetNode endNodeID = NetManager.instance.m_nodes.m_buffer[item.m_endNode]; lastRememberedNodes.m_buffer[i].m_flags = item.m_flags; Send("ROADBUILT|" + startNodeID.m_position.x + "|" + startNodeID.m_position.y + "|" + startNodeID.m_position.z + "|" + startNodeID.m_infoIndex + "|" + startNodeID.m_buildIndex + "|" + endNodeID.m_position.x + "|" + endNodeID.m_position.y + "|" + endNodeID.m_position.z + "|" + endNodeID.m_infoIndex +"|" + endNodeID.m_buildIndex + "|" + Singleton<NetManager>.instance.m_segments.m_buffer[i].m_infoIndex + "|" + Singleton<NetManager>.instance.m_segments.m_buffer[i].m_buildIndex + "|" + Singleton<NetManager>.instance.m_segments.m_buffer[i].m_modifiedIndex); DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "IM A GIRAFFE " + startNodeID.m_position.y); break; } } } And when I initialize it here:
      DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "building a road"); ColossalFramework.Math.Randomizer ra = new ColossalFramework.Math.Randomizer(); uint startNodeBuildIndex = uint.Parse(aData[4]); NetInfo startNodeInfo = PrefabCollection<NetInfo>.GetLoaded(startNodeBuildIndex); ushort startNodeID; NetManager.instance.CreateNode(out startNodeID, ref ra, startNodeInfo, new Vector3(float.Parse(aData[1]), float.Parse(aData[2]), float.Parse(aData[3])), uint.Parse(aData[5])); DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "building a road 1"); uint endNodeBuildIndex = uint.Parse(aData[9]); NetInfo endtNodeInfo = PrefabCollection<NetInfo>.GetLoaded(endNodeBuildIndex); ushort endNodeID; NetManager.instance.CreateNode(out endNodeID, ref ra, endtNodeInfo, new Vector3(float.Parse(aData[5]), float.Parse(aData[6]), float.Parse(aData[7])), uint.Parse(aData[10])); DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "building a road 2"); ushort segmentID; NetInfo segmentInfo = PrefabCollection<NetInfo>.GetLoaded(uint.Parse(aData[11])); NetManager.instance.CreateSegment(out segmentID, ref ra, segmentInfo, startNodeID, endNodeID, new Vector3(float.Parse(aData[1]), float.Parse(aData[2]), float.Parse(aData[3])), new Vector3(float.Parse(aData[5]), float.Parse(aData[6]), float.Parse(aData[7])), uint.Parse(aData[12]), uint.Parse(aData[13]), false); lastRememberedNodes = NetManager.instance.m_segments; It just creates a floation road in the middle of nowhere.
      Help please :?
    • By chfzdn
      Hello,
      We have ideas for city simulation games but we don't have places to discuss and show off aside from forums. While this is working well, it can slows down consensus-based decision making. For instance, the SimCity 4's plugin redistribution problems remain unfixed completely due to lack of proper consensus among file exchanges. These problems are preventing the bigger challenges to be solved including the heavily-discussed better plugin downloading system.
      The Citysim Conference attempts to making the ideas into reality by grouping citysim community figures (game makers, modders etc) into one physical places. This year's Citysim Conf addresses open-source city simulators and SC4's plugin redistribution and downloading systems. For the place, we want to be accessible by everyone, especially Asian figures (who accounts for awesome mods). This will be decided by consensus. The time for the conf is around May 15, 2018. For who are asking for logo, preparations and other media, we want the figures who competent in the field to make it well (logo can be made by @Ganaram Inukshuk etc).
      Share your own replies (opinions included). Replies are respected. Thank you for your attention.
    • By Mr_Maison
      Hello everyone. This will be my custom content showcase and workshop thread. In all the years I been a member here, I never uploaded any content but enjoying great work by other members. I take this opportunity to say Thank You to all content makers for making our city building experience so enjoyable. I feel that making content is overdue for me and I want to give back to the community. I have some buildings and trees that I will be showing in upcoming updates to this thread. I will also be asking for advice and help.
      4/18/2018 Release: Lipstick Palm Link https://steamcommunity.com/sharedfiles/filedetails/?id=1364668272

       
       
      More info on last pages of this thread.
       
       
      Note: This post was edited 5/29/2015 to reserve this first post for all current updates.
       
       
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