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4 hours ago, kschmidt said:

LEX tracker is a great tool to sort out dependecy issues, remember downloaded content,

I'm really grateful that they added that feature, as it has saved me a lot of time and DOH! moments, especially on dependency packs which usually have the same names but different volume numbers. I've got a good memory, but not "Rain Man" good.

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17 hours ago, Tarkus said:

Beyond that, as 4 years of this thread has shown, outside of the proposed bugfix bundle and extant monolithic packages like the NAM, one is going to be hard-pressed to find any sort of consensus about what constitutes "starter pack" or "essential" material.

Again, though, there's no need to reach a consensus or approach this as if only a single "starter pack" would be available. So long as as the community can agree to ground rules in which larger packs are made available, you can make multiple "starter" or "essential" packs available for players depending on their preferred style of play.

As far as a dependency tracker style system, I agree that it would be the best solution to this problem -- if it were a realistic solution. At this point, getting a functional dependency tracker system in place is even less likely to happen than getting the community to agree on rules for megapacks. Project ZIP is already a massive, multi-year project with an indeterminate end-date -- and that's only focused on LEX files. Add in the difficulty of reconfiguring the STEX to support something like this, and the chances of making this work are marginal at best. The only realistic option I can think of is getting the STEX admins to consent to having STEX content mirrored or migrated over to the LEX.

(For the record, the dependency tracker is an excellent feature, and I truly, truly appreciate the work going into Project ZIP! Both projects have been and continue to be a big gain for the community, and I don't want to minimize how helpful they've been or the work that has gone into them.)

I'm just confused why the community isn't more invested in lowering the barrier to entry for modding the game. Activity on ST and SC4D has been withering for years, and we know that new/returning players are actively discouraged from playing SC4 by the overwhelming amount of time and effort it takes to build out a plugins folder. Meanwhile, it's been more than five years since a city simulator came out with any kind of mass appeal. Giving new/returning players a quick, painless way to build a basic plugins folder seems like it should be a no-brainer for bringing people back to the SC4 community and/or getting a new generation of players interested in the game. 

If we could get to the point where the STEX admins and LEX admins agree to some kind of pilot megapack project, and then authorize a group of users to work on this project independently (similar to the NAM team), I think that would be a huge step in the right direction.

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56 minutes ago, BartonThinks said:

Project ZIP is already a massive, multi-year project with an indeterminate end-date -- and that's only focused on LEX files.

Project ZIP on LEX in reality took me about more-or-less 5-7 months to finish the first part (extracting the installers and building up the folder structures) and most part of it happened from this year 19th January till 2nd June, and I spent actually 90% of my available freetime to do it. Why it looks like a multi year project, because my initial offer of doing it happened almost exactly 3 years ago when I was unemployed, but that changed within a few months, also I became a full member of the NAM Team with certain projects, also I could enjoy long vacations aboard (good old times before this global s...show). There was like 1,5 year, when I hardly touched anything Project ZIP-wise, but then last autum I started picking up the project again... BUT in january thanks for a windows update my HDD with the SC4 stuffs crashed and I had to restart mostly the whole project from square one. I was able to recover some part of my previous progress, but mostly I had to start it over again. Anyway, Project ZIP covers little bit more than 2500 uploads. While I/we can not say for sure, when the actuall replacement is gonna happen, most part of the project is done actually, though still there are many things which needs to be sorted out. I managed to add a bit more support for the Dependency Tracker in these past months, some of the entries got updated, I have a list (though it's in kind of WIP stage) to help sort out which uploads are still uncovered... slowly-slowly actually LEX DT will reach the 99% coverage I believe... 

Anyway. There are other "project zip"-s among my plans: PEG, LBT and a few other where I know about installers. I have most of the STEX-related SimGoober files extracted. 

A Dependency Tracker on the STEX would be awesome and almost mission impossible even if the system would be successfully implemented. It would require a really special dedication from not one or two people, rather one or two dozens of people, if we would like the job done within a rather short time (1-2 years), than a longer one.  
At this moment on STEX there are 16564 BATs+LOTs+MODs+Props+Textures, plus 403 SIMPEG contents (will be around 450 eventually), plus 166 SimCity Polska (will be around 450) contents, 41 WMP contents and 23 SimBrasil contents, altogether 17100-17500 relevant uploads (I didn't count the maps and the 3DS model sources - those are not relevant). That's like 5 times more contents, than what we have on LEX. 688 pages, more-or-less 2 pages (50 uploads) per day and it could be done within 1 year. But I'm way too optimistic. 

I wouldn't dare to try to cover it completely, there are so many old contents where if you start checking them one-by-one to find out the dependencies (becuase in many cases they are simply not listed), people would just burn out pretty soon.  It can be done, but as I mentioned it would require real dedication and constans work on the project from a lot of people and probably the people on the project would be rotating time-to-time because they would just burn out... It's a slow and tedious work to do even when you have all the dependencies properly listed and you just need to write the codes and copy/paste the links. 

2 hours ago, BartonThinks said:

If we could get to the point where the STEX admins and LEX admins agree to some kind of pilot megapack project, and then authorize a group of users to work on this project independently (similar to the NAM team), I think that would be a huge step in the right direction.

I don't think the problem is whether the site admins (STEX and LEX and etc... - I'm kind of the head of 2,5 legacy projects of used to be running sites) would get to a point of some kind of agreement. A project like this is not able to reach that point, where the admins could get involved actually, because it would die off sooner when one wants to include certain contents which would be blocked by some other people who wouldn't want those contents to be included, which then would lead to upset discussions/arguments and offended feelings, then  the loss of motivation... 

- Tyberius

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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27 minutes ago, Tyberius06 said:

Project ZIP on LEX in reality took me about more-or-less 5-7 months to finish the first part (extracting the installers and building up the folder structures) and most part of it happened from this year 19th January till 2nd June, and I spent actually 90% of my available freetime to do it. Why it looks like a multi year project, because my initial offer of doing it happened almost exactly 3 years ago when I was unemployed, but that changed within a few months, also I became a full member of the NAM Team with certain projects, also I could enjoy long vacations aboard (good old times before this global s...show). There was like 1,5 year, when I hardly touched anything Project ZIP-wise, but then last autum I started picking up the project again... BUT in january thanks for a windows update my HDD with the SC4 stuffs crashed and I had to restart mostly the whole project from square one. I was able to recover some part of my previous progress, but mostly I had to start it over again. Anyway, Project ZIP covers little bit more than 2500 uploads. While I/we can not say for sure, when the actuall replacement is gonna happen, most part of the project is done actually, though still there are many things which needs to be sorted out. I managed to add a bit more support for the Dependency Tracker in these past months, some of the entries got updated, I have a list (though it's in kind of WIP stage) to help sort out which uploads are still uncovered... slowly-slowly actually LEX DT will reach the 99% coverage I believe... 

Anyway. There are other "project zip"-s among my plans: PEG, LBT and a few other where I know about installers. I have most of the STEX-related SimGoober files extracted. 

A Dependency Tracker on the STEX would be awesome and almost mission impossible even if the system would be successfully implemented. It would require a really special dedication from not one or two people, rather one or two dozens of people, if we would like the job done within a rather short time (1-2 years), than a longer one.  
At this moment on STEX there are 16564 BATs+LOTs+MODs+Props+Textures, plus 403 SIMPEG contents (will be around 450 eventually), plus 166 SimCity Polska (will be around 450) contents, 41 WMP contents and 23 SimBrasil contents, altogether 17100-17500 relevant uploads (I didn't count the maps and the 3DS model sources - those are not relevant). That's like 5 times more contents, than what we have on LEX. 688 pages, more-or-less 2 pages (50 uploads) per day and it could be done within 1 year. But I'm way too optimistic. 

I wouldn't dare to try to cover it completely, there are so many old contents where if you start checking them one-by-one to find out the dependencies (becuase in many cases they are simply not listed), people would just burn out pretty soon.  It can be done, but as I mentioned it would require real dedication and constans work on the project from a lot of people and probably the people on the project would be rotating time-to-time because they would just burn out... It's a slow and tedious work to do even when you have all the dependencies properly listed and you just need to write the codes and copy/paste the links. 

I don't think the problem is whether the site admins (STEX and LEX and etc... - I'm kind of the head of 2,5 legacy projects of used to be running sites) would get to a point of some kind of agreement. A project like this is not able to reach that point, where the admins could get involved actually, because it would die off sooner when one wants to include certain contents which would be blocked by some other people who wouldn't want those contents to be included, which then would lead to upset discussions/arguments and offended feelings, then  the loss of motivation... 

- Tyberius

Re: Project ZIP -- I think the main thing is that any project of this scope is going to be a major undertaking, especially with the number of people who have time available. Life happens, so when this kind of project is undertaken by a single person (no matter how capable or selfless that person may be), it's going to take time, and long delays are more-or-less to be expected. I'm blown away by how much work you've already accomplished on this, and it's good to know things are further along than I realized.

Re: A Dependency Tracker on the STEX -- I wouldn't be as worried about implementing this feature across all of the files on the STEX. Obviously, that would be the end-goal, but simply adding this functionality for future STEX entries would open up a bunch of possibilities. For me, the bigger obstacle is simply adding the feature in the first place. I'm utterly clueless when it comes to the kind of forum and database software that keep the STEX and the LEX afloat, but if the existing software doesn't support this feature, it sounds like we're asking Dirk, Cori, and Cyclone Boom to commit a massive amount of time and energy to managing this project as well as keeping the site functional when changing to a new software and/or modifying critical parts of the site's existing infrastructure. Given the resources and people-power available, I just can't see them making that commitment. I would love to be wrong about that, though!

Re: A Megapack Pilot Project -- To my mind, getting the admins to sign off on a pilot project--or even the possibility of a pilot project--would be a big step forward to making this work. No one is going to invest the time it takes to put this thing together unless they know the STEX and LEX admins are on board. Having admins endorse a pilot project would offer an impetus for creating a viable framework, and it would allow the discussions to move out of this thread and into a venue where "how do we make this happen" discussions aren't constantly getting derailed by "here's why it's never going to happen" posts. Ideally, admin oversight would help win over some creators who might otherwise be hesitant to get involved. If there are particular creators who want nothing to do with the project, they'd be left out of the pilot project entirely.

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16 hours ago, BartonThinks said:

if the existing software doesn't support this feature, it sounds like we're asking Dirk, Cori, and Cyclone Boom to commit a massive amount of time and energy to managing this project

The IPS software does not support this sort of thing.

 

17 hours ago, BartonThinks said:

Ideally, admin oversight would help win over some creators who might otherwise be hesitant to get involved.

The ST admins (CB and me) are not opposed to the project itself. We actually like the idea.

The hesitation on our part is the commitment of time that would be required for something which has been opposed by a significant number of content creators over all the years ST has been around. When it comes to projects which can benefit the SC4 community, we tend to stay with things where we have full reign for what we are doing such as our most recent Local Hospital Pockets Picked and Other FUN Dialog Boxes and many others before that. *;)

So, someone needs to step up and say they are going to coordinate and spend the countless hours needed. Where we can help is after reasonable attempts are made to contact members long gone is to grant permission based on our custodial role overseeing the site and its contents.

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May I make a suggestion(not that anyone pays any attention to what I have to say).

Make a new category in the STEX called Member Recommendations. Members can assemble a (clickable or not) list of their most essential mods and lots with links, put the list in a zip file and upload to that STEX category. No volunteers, very little work, no special permissions, no drag on the site, no arguments over what gets included in some mega-file, no outside hosting, etc. If someone likes a particular style or taste of that member, they can DL everything on the list.

Sometimes keeping it simple is the best way to go.

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Thanks so much, @CorinaMarie and @Tarkus, for your thoughtful responses on this.

To clarify my comments a bit, I think admin support and buy-in is going to be essential to getting shared plugins folders or megapacks off the ground, but my confusion (and frustration) mostly stems from the fact that this doesn't seem to be a priority for the broader community, and that so many of those "landmines" are still in place.

As Cori & CB know, I did do some work about a year ago trying to get a "starter pack" off of the ground. That project stalled out for a couple of reasons, but mostly because I was still learning how to mod the game at the time. In light of the conversations from the past few days in this thread, I have some further thoughts on how a successful pilot project might work. If I can get those thoughts in order, I'll try to put together a proper proposal in the next few days.

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7 hours ago, Tarkus said:

With regards to your first point and @CorinaMarie's comment regarding the IPS software, the other option would entail an installation of the LEX software on the ST server, under ST control--a "STLEX", if you will. 

That sounds quite interesting. CB will reply to this part as he's the techy half of the admin team. *:)

 

6 hours ago, Tarkus said:

As far as lowering the barrier to entry for using custom content, personally speaking as the owner of one of the main sites and the guy in charge of the NAM Team, it's something I consider of vital importance.  I want people to be able to enjoy SC4, see this community thrive, and even compete with C:S.  But it has to be done right.  We can't just step on a landmine.

We wholeheartedly agree. *:ohyes:

One thing that's been difficult for me personally is coming to the show way after the midpoint. (I joined ST in 2016.) Accepted standards have been in place for way longer than I've been around. As y'all know, I've moved into an admin role alongside of CB while others have retired from active duty. Does this mean we are 100% in charge of any rule changes for the site?

Yes, mostly. But, within reason ofc. There are established policies within the SC4 community which remain the same now as they have for many (many) years. That makes them difficult to change without a complete uniform consensus.

Things we could consider is actually moving towards a set of new, definitive rules with regard to custom content. One such rule I feel should've been in place since day one is that any submission to the STEX becomes the non-exclusive property of ST and the community as a whole. Removing content just for spite would not be allowed. Bundling into cohesive packs would then be limited only by what would go best together. However, as this thread has shown, that's not how it is and many contributors would rather pull their content than have such new rules imposed.

That's the part which causes us to just stay with the status quo and not get frustrated trying to row the boat upstream. *;)

We have considered proposing a major revision of the rules with a one year opt out policy. After that all the landmines would be avoided if there was still enough content to work with. *:lol:

And no, we are not suggesting we should even pursue this idea. Just saying we believe it'd take something of this nature to get things rolling along the correct track.

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8 hours ago, Tarkus said:

With regards to your first point and @CorinaMarie's comment regarding the IPS software, the other option would entail an installation of the LEX software on the ST server, under ST control--a "STLEX", if you will.

This definitely is something which I believe would be technically possible to implement, and we certainly support the idea. As you say, the big task would be to import the entry data so then it could be cross-linked with file IDs and such. But crucially, when there's a will there's a way. So our reply is: Yes! we're very curious to learn more about this as a possibility to be setup in a test environment sometime, to see how it could be expanded to full scale in future. *:yes:

 

10 hours ago, SIM-ple Jack said:

Make a new category in the STEX called Member Recommendations.

Thanks Jack for the suggestion. Cori and I are in favour of this idea to be given a trial and see how it goes.

Details when this goes live will be posted in the Site Announcements thread.

 

6 hours ago, BartonThinks said:

In light of the conversations from the past few days in this thread, I have some further thoughts on how a successful pilot project might work. If I can get those thoughts in order, I'll try to put together a proper proposal in the next few days.

Sounds good, and we're interested to hear about what ideas you have in mind too.


The encouraging thing for our community is we do all share the collective passion for best outcomes. It sure is difficult, but we want to dodge those landmines indeed, and so understandably it's not been just a case of "Here are the new rules!" and be done with it. That would cause too much division, and friction leads to chaos.

We do need to go about any change in only the right way. And with productive civil discussion from us all, there's still hope something good can result from it.

Thanks everyone. *:)

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19 minutes ago, Cyclone Boom said:

And with productive civil discussion from us all, there's still hope something good can result from it.

This is what I'm appreciated about. With civil discussion, we can fix the problems we have smoothly. Another question, is the Member Recommendation like user-generated playlists on something like Spotify?

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1 hour ago, BartonThinks said:

I'd be happy to know if anyone else thinks this approach might be workable.

And we are happy to say unequivocally that we really like the idea and your outline for how it can all work. *:thumb:

For peeps who have the passion to help out they can be any member. Your proposal could be placed in a dedicated thread and if you are willing, you could take the reins to oversee the project. The key thing is peeps who will put in the hard work to steer it in the right direction to make sure the stages are accomplished.

We particularly like the logically staged approach where each depends on the accomplishment of the previous stage. This will be crucially important, because they all lead into the next in how there is a flow of progression. Involving both ST and SC4Devotion is paramount we feel, because even though separate websites, we're part of one community. To be united in the goal of achieving something productive depends on collective collaboration.

Involving content creators is essential also, because as has been mentioned before, they are the SC4 community's greatest asset. New content is the reason why both new and current players retain interest in a game which is fast approaching its 20th birthday. So we do need to involve those very folks at the heart of the decision making process, to make sure a curated set of content would be compiled in only the right way.

Just in regard to the STEX Moderators (we technically only have two admins for the whole site), that's a good idea, but not necessarily a requirement as many of the staff are not as active now-a-days. Ofc, any are welcome to get involved. *;)


We believe your detailed orchestrated proposal sets forth a solid framework for which a "ModPacc" style project can be piloted as a trial.

Thanks!

-Cori & CB

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2 hours ago, CorinaMarie said:

Just in regard to the STEX Moderators (we technically only have two admins for the whole site), that's a good idea, but not necessarily a requirement as many of the staff are not as active now-a-days. Ofc, any are welcome to get involved.

I'm (un)fortunately in between jobs, at least for one more month, so count with me in whatever tasks that don't require programming proficiency ;)

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I like this proposal. Biggest concern of this thread was balance of rights and desires between creators and players, something that this plan does well. 

I wish to join team. 

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4 hours ago, CorinaMarie said:

And we are happy to say unequivocally that we really like the idea and your outline for how it can all work. *:thumb:

For peeps who have the passion to help out they can be any member. Your proposal could be placed in a dedicated thread and if you are willing, you could take the reins to oversee the project. The key thing is peeps who will put in the hard work to steer it in the right direction to make sure the stages are accomplished.

We particularly like the logically staged approach where each depends on the accomplishment of the previous stage. This will be crucially important, because they all lead into the next in how there is a flow of progression. Involving both ST and SC4Devotion is paramount we feel, because even though separate websites, we're part of one community. To be united in the goal of achieving something productive depends on collective collaboration.

Involving content creators is essential also, because as has been mentioned before, they are the SC4 community's greatest asset. New content is the reason why both new and current players retain interest in a game which is fast approaching its 20th birthday. So we do need to involve those very folks at the heart of the decision making process, to make sure a curated set of content would be compiled in only the right way.

Just in regard to the STEX Moderators (we technically only have two admins for the whole site), that's a good idea, but not necessarily a requirement as many of the staff are not as active now-a-days. Ofc, any are welcome to get involved. *;)


We believe your detailed orchestrated proposal sets forth a solid framework for which a "ModPacc" style project can be piloted as a trial.

Thanks!

-Cori & CB

Thanks, Cori. That's very encouraging to hear, and I'm glad to have the CoriBoom endorsement.

I'd like to wait a bit to see what the response is like (seems good so far?) and find out if Tarkus/other key SC4D people are open to the idea. That would also offer a bit of time to think over the first steps in a bit more detail.

Really appreciate it! If this offers a way forward on this--even if it's just a shot at seeing if this can work--that would be great.

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Okay, following up on this. I went back through the thread, and there were a couple of things I noticed:

  • There were a handful of MODPACC suggestions that seemed to attract widespread support
  • The conversation tended to go in circles when people had different ideas for what a MODPACC should look like and started pulling in different directions

Given this, here's what I'd like to do for kicking off the project:

First, I'll go through the thread to put a list of suggested MODPACCs formats together. So far, the list looks like this:

  1. MODPACC Zero - A basic collection of essential files and bugfixes.
  2. Creator MODPACCs - MODPACCs that compile the work of individual content creators (e.g., the Mattb325 MODPACC, the SimGoober MODPACC)
  3. Category MODPACCs - MODPACCs that compile custom content by category, (e.g., the R$ MODPACC, the Flora & MMPs MODPACC)
  4. Tileset MODPACCs - MODPACCs that update, enhance, and/or expand the existing SC4 tilesets to reflect a specific style or mix of styles (e.g., the Great American MODPACC, the Global Tilesets MODPACC)

Next, I'll open up a thread titled "MODPACC Pilot Project: Submit Your MODPACC Proposal." The thread will list the MODPACC formats and invite people to suggest MODPACCs for the pilot project. The person suggesting the MODPACC must be willing and able to lead the MODPACC's development. If they are unwilling or unable to lead the project, they must find someone who can lead the MODPACC's development. If no one is available or interested, the MODPACC cannot be considered for the pilot project.

Once we have a list of one or more potential MODPACCs, I'll open up a thread titled "MODPACC Pilot Project: Call for Volunteers." The thread will list possible projects and ask people to volunteer. When volunteering, members will be asked to identify the specific MODPACC projects for which they are willing to volunteer, as well as which types of work they are willing/able to perform (e.g., modding, lotting, testing, documentation, etc.).

At that point, we can decide which MODPACCs have sufficient volunteer support for inclusion in the pilot project. Each MODPACC would then have its own development track within the pilot project, so that people could focus on that project specifically when needed. As per the spirit of the original proposal, the STEX and LEX admins will have final say over which projects are ultimately considered for the pilot project.

---

Personal note:

there are at least two MODPACC projects which I would like to put forward during the suggestion phase, and which I could either act as leader for or which I would be willing to perform a substantial amount of work.

The first is MODPACC Zero. Cori and CB have already done a significant amount of work on this, so I don't know that this is a project that I would need to volunteer for as a leader. However, if the CoriBoom team would rather focus on other projects, I'd be happy to lead the development to make sure this one gets done.

The second one is what I would call "The Great American MODPACC," but which could also be titled the "SC4 Redux MODPACC." Basically, it would use the existing, American-centric theme of SC4 as a basis. The project would focus on expanding, enhancing, and replacing Maxis content to create a more varied (and realistic) set of lots for each of the four main tilesets, as well as an appropriate variety of Civic buildings. This was one of a small handful of proposals that was repeatedly suggested early on in this thread, and which seemed to get a substantial amount of support. It's also well-suited to my personal interests, and I believe it's a project which closely aligns with my SC4 skillset.

I may also be willing to lead other MODPACC projects. In particular, if people are enthusiastic about a generic MODPACC proposal, but no one is willing to step up and volunteer, I could throw my hat in the ring.

---

If this sounds like a strong way to kick things off, I can open up the thread for submitting MODPACC proposals.

Alternatively, we could use this thread for generating MODPACC proposals, and then kick-off the project with the call for volunteers. Personally, I'd like to keep this thread open for broader discussion of MODPACCs so that the other threads can focus on the tasks at hand. If things start to drift off-topic in those threads, the off-topic conversations could be relocated to this thread, allowing the project to stay on track.

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Sounds like a great plan. Only one thing: when doing the lists, we should use some tabulated format, either a spreadsheet or just a tabulated text file, including the actual name of the file and the URLs where it can be downloaded. Optionally, we could also add some standard attributes that allow for further filtering: an obvious one would be to separate the plugins that require any alternative to be removed from the folder,like flora controllers. Eventually, using this format could ease enormously any effort to automate the creation, customisation, installation and updating of MODPACCs.

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15 minutes ago, matias93 said:

Sounds like a great plan. Only one thing: when doing the lists, we should use some tabulated format, either a spreadsheet or just a tabulated text file, including the actual name of the file and the URLs where it can be downloaded. Optionally, we could also add some standard attributes that allow for further filtering: an obvious one would be to separate the plugins that require any alternative to be removed from the folder,like flora controllers. Eventually, using this format could ease enormously any effort to automate the creation, customisation, installation and updating of MODPACCs.

That sounds like a smart idea. For the initial proposals, I'm hoping to keep everything pretty high-level and not dog into which specific files are needed. I don't want to put people in a position where they're compiling and suggesting 100s of files only to find out that we don't have enough volunteers or can't get the content permissions they need.

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    Thanks for carrying the torch @BartonThinks. After 4 years including ~6 months of no activity earlier this year, it's nice to see more progress being made on this effort.

    I'll help where I can but ultimately I am no expert in anything related to this - I just wanted to get the ball rolling.

    There were times where I thought 'just screw it' and upload a bunch of my plugins to a hosting site of torrent. Obviously that would result in a permaban and ghost me from the community, but that would satisfy a lot of wants/needs new players to the game have. Instead, I made this thread.

    Obviously a one-stop-shop to downloading something that would enhance the base game is hotly contested, but I like your plan. Let's keep that ball rolling and tear down barriers to entry as much as we can!

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    I think fix/essentials MODPACC is biggest priority, as many other mods depends on them, but is smallest in scope. Maxis style MODPACC is next.

    We should for now focus on this proposals. Starting too many MODPACS in the same time will only bring problems. 

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    I like this idea. I think as a pilot project it would create the essential modpack with all the fixes. Then we can expand with the creation of more specific modpacks.

    Also I think the modpack can be datpacked to improve stability during the game

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    57 minutes ago, matias93 said:

    I would be against datpacking them server-side, as it is a destructive modification: once you packed them, there is no easy way to modify or remove a particular file, as they are all merged without boundaries; it's not like a compressed file that retains file names and folder structures.

    Datpacking is easy enough to just ask the users to do on their own, it is still the best practice that every plugins folder should be duplicated as an unpacked modifiable backup and the packed folder in use, and if there is some future automation, datpacking client-side with those measures will be very easy to implement.

    I think there are benefits to both versions. I lean toward keeping things unpacked. The main downside to that (in my opinion) is that it makes the packs less beginner-friendly, since users would need to download and learn how to use a separate program if they want to datpack the collection. That said, I think there are other possible steps that could be taken to streamline the packs. In any case, this is a question that can be figured out when planning/developing the collections.

    As far as focusing on MODPACC Zero to start: I agree that MODPACC Zero will be the most important collection, as well as the easiest, so it should be at the top of the priority list. However, I'm uneasy about focusing only on MODPACC Zero for the pilot project. It has been near-impossible to build momentum on the MODPACC concept, and the biggest stumbling block has been permissions around creative assets like BATs. This also seems to be the most attractive feature of MODPACCs for new users. MODPACC Zero won't include creative assets, so if it's the only focus of the pilot project, we won't make headway on these issues, and I think there's a roughly 0% chance that we'll be able to muster the energy for a separate pilot project that includes creative assets. Just my two cents. 

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    We can package only lot, desc and model files into dat, and place rest in some clear and simple folder structure.

    Maybe we could make both? After selecting files, pack most common props, fixes, etc. In MODPACC 0, and rest in MODPACC 1. 

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    20 minutes ago, Golan0 said:

    We can package only lot, desc and model files into dat, and place rest in some clear and simple folder structure.

    Maybe we could make both? After selecting files, pack most common props, fixes, etc. In MODPACC 0, and rest in MODPACC 1. 

    I think most creators and modders right now prefer to keep lot, desc, and model files unpacked, since it allows users to get rid of lots they don't want, extract specific models for relotting, etc.

    Ultimately, this may come down to a few different issues. For example, creators may prefer that we keep the files unpacked, as it preserves the integrity of their original uploads. In that case, I think we would need to defer to the creators' wishes, rather than prioritizing load times.

    I think this is something that will be resolved a little further down the line when we get into specifics for the MODPACCs. Right now, I'm hesitant to get in the weeds about these kinds of details.

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    Unless we add 5 GB of plugins load times are bearable, so if creators don't want this we have to accept. But it brings to me other question: Are we going to edit files? Model editing is big no, but what about relots? Rebalancing stats (to fit with maxis buildings)? Lot order on menus? Name and description?

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    Remember that we are talking about using the LEX method to make packs: create a file which only points to dependencies, and let the server pool them all in a big zip file for the user to download, nothing more. That's the key to how this reduces friction with creators: we are not modifying any file, just giving a computer easy to follow instructions to download many files at once.

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    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
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    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    I've been meaning to add something to this discussion since forever, so I hope it's alright if I give my two cents on this current subject.

    1 hour ago, Golan0 said:

    Unless we add 5 GB of plugins load times are bearable, so if creators don't want this we have to accept. But it brings to me other question: Are we going to edit files? Model editing is big no, but what about relots? Rebalancing stats (to fit with maxis buildings)? Lot order on menus? Name and description?

    This is something I do with all custom content I install before using it in the game, and AFAIK it's completely ok if you do new versions of dat and lot files, but you would have to include only the original model file in a given MODPACC, getting rid of the badly modded dat and lot files. This has been done many times before with relotted and remastered content on the STEX. What I think could be a problem is the fact that a lot of mostly older (but also some newer) content was created using the Maxis Plugin manager or with techniques that made it unbalanced with the way the simulator works. With all the content I've put trough the PIM-X I've noticed most dat files have highly unbalanced stats or incorrect growth stages that made them either extremely weedy or extremely hard to grow; also, I highly doubt this was the intention of the original creators. So there is an argument for editing stats: you wouldn't want your shiny new MODPACC to carry the vices of old.

    To be honest, I don't know if this has already been discussed, I apologize if it has. I'm joining in just now for this proposal and haven't had the time to follow the whole debate.

    And of course, I volunteer whatever knowledge and skills I've gathered on modding over the years. And I know the call for projects isn't open yet but if a Latin american Tileset MODPACC is ever a reality, you can definitely count me in for that, along with all of the relotting work I've done over the years!

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    On 8/10/2021 at 1:22 PM, Golan0 said:

    Unless we add 5 GB of plugins load times are bearable, so if creators don't want this we have to accept. But it brings to me other question: Are we going to edit files? Model editing is big no, but what about relots? Rebalancing stats (to fit with maxis buildings)? Lot order on menus? Name and description?

    That's going to be another big issue. Here's my take:

    I'm hopeful that we can adjust building stats and tilesets, and that we're able to re-lot buildings. I don't think you can build a truly cohesive collection of plugins without these options available. Since these options are already allowed for STEX uploads with dependencies, I'm hoping they won't be an issue for the MODPACCs.

    Names, descriptions, and UI elements might be a little trickier. These often contain creative flourishes, and I imagine some creators might be uneasy about having these elements changed. I'm thinking this will be an area where we'll need to work closely with creators to find the right balance.

    As far as how to handle modding and re-lots, I think it's going to be a problem if we mod creators' files directly, since that would make the MODPACC incompatible with the original files. There are three four solutions I can think of to this problem:

    1. Instead of modding the original DESC and/or SC4LOT files, we could remove them and create new ones for the MODPACC. This would have the advantage of streamlining the MODPACC, but I think it opens up a pandora's box of other problems. For example, if players wanted to use the original lots or buildings, they would need to download the original plugin to get these files. This would require downloading the model as well, which would quickly bloat the plugin folder's size. Also, some creators might insist on having their original files included in the MODPACC so that players have easy access to the original versions if they want to use them.
    2. Rather than modding or removing the original DESC and SC4LOT files, we could include them and use clearly labeled blockers to control which buildings and lots are used in the MODPACC. This would allow us to keep the original files intact, and it would give players an easy way to use the original files by deleting the respective blockers. The disadvantage is that this would increase the number of files. DESC and SC4LOT files don't take up a ton of memory, so hopefully this wouldn't have a huge impact on performance.
    3. Another option is to remove the original files from the plugins pack but include a parallel folder installed in the SimCity 4 directory that contains these files. This would allow us to include the original files in the download so that they're easily accessible. At the same time, these extra files wouldn't bloat the size of the plugins folder. The main disadvantage is that it would require duplicate copies of many files, including SC4MODEL files. You'd need a specialized installer to keep the size of the download low (e.g., one that's capable of installing the same file into two separate locations), and while it would reduce the size of the plugins folder, it would take up a bunch of extra space on the user's hard drive.
    4. A final option would be to include an installer that gives users the option of either: (a) installing the original files without any blockers or overrides, or (b) installing the original files along with the MODPACC blockers, relots, etc. This way, users would have the choice of whether to use the original files or the MODDPAC versions. This may be more creator-friendly option, since it does not presume that users want the MODDPAC versions by default. One downside is that the MODDPAC would then need to include all of the dependencies for the original files.

    Given these considerations, I'm inclined to pursue option #2 or #4. Under either option, all of the original MODPACC files could go into one parent folder, and then any blockers or override files would go into a "Z_" folder to ensure they're loaded last.

    As with the datpacking issue, I don't think we'll reach a decision on this until stage #2 or stage #3 of the process -- if we get that far. *;)

    Edit: A fourth option occurred to me, so I added it to the list.

    On 8/10/2021 at 2:13 PM, matias93 said:

    Remember that we are talking about using the LEX method to make packs: create a file which only points to dependencies, and let the server pool them all in a big zip file for the user to download, nothing more. That's the key to how this reduces friction with creators: we are not modifying any file, just giving a computer easy to follow instructions to download many files at once.

    Ah, there must be some miscommunication or confusion here. I'm talking about collections that include the dependencies in the pack itself. From what Tarkus, Cori, CB, and Tibi are saying, it doesn't sound like a LEX style system is going to be workable any time in the near future on the STEX.

    23 hours ago, Edvarz said:

    I've been meaning to add something to this discussion since forever, so I hope it's alright if I give my two cents on this current subject.

    This is something I do with all custom content I install before using it in the game, and AFAIK it's completely ok if you do new versions of dat and lot files, but you would have to include only the original model file in a given MODPACC, getting rid of the badly modded dat and lot files. This has been done many times before with relotted and remastered content on the STEX. What I think could be a problem is the fact that a lot of mostly older (but also some newer) content was created using the Maxis Plugin manager or with techniques that made it unbalanced with the way the simulator works. With all the content I've put trough the PIM-X I've noticed most dat files have highly unbalanced stats or incorrect growth stages that made them either extremely weedy or extremely hard to grow; also, I highly doubt this was the intention of the original creators. So there is an argument for editing stats: you wouldn't want your shiny new MODPACC to carry the vices of old.

    To be honest, I don't know if this has already been discussed, I apologize if it has. I'm joining in just now for this proposal and haven't had the time to follow the whole debate.

    And of course, I volunteer whatever knowledge and skills I've gathered on modding over the years. And I know the call for projects isn't open yet but if a Latin american Tileset MODPACC is ever a reality, you can definitely count me in for that, along with all of the relotting work I've done over the years!

    I agree with this wholeheartedly. Even beyond the issue of stats being wonky, I think you need options available for re-lotting and assigning new tilesets to make something like this work.

    And I'd be thrilled if this could lead to other regional MODPACCs, like a Latin American MODPACC. I would be completely out of my element if I attempted other regional styles, so I'm personally focused on an American style pack, but in an ideal world, I would love for MODPACCs to offer a quick-and-easy entry point to global styles. It would be great if other users volunteer to tackle other regions.

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