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4 minutes ago, Tyberius06 said:

 

Yes, that´s why I say any discusion about those obtained plugins folder isn´t wright, let alone this the side way discusion about using or creating Mod packs from this ! *:8)

Sincerely yours,

kschmidt

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I am being open about sharing of plugin folders because this thread invited the discussion. *:thumb:

I do this fully aware that in openly admitting I'd played with a shared folder that I open myself up to both criticism and possible repercussions for my actions. I am not asking for amnesty for my actions, but I believe they are far more common than is known in the "regular community" of posters. I am willing to accept punishment, if that is needed to move forward the discussion. I've done civil disobedience in the real world, it seemed time to step forward here, as this is an important discussion.

You see, I've been lurking round these parts for more than a decade, learning and absorbing. I love SC4, it's the only game I play even semi-consistently. I've had many false starts. Because of the on-again off again nature of my interest, it's been difficult to build and maintain the kind of plugin folder I envision wanting to keep. *:???:

Some of that has been the classic binge downloading followed by frustration when I discover not enough attention was paid to dependencies. Some of it is the occasional bout of depression that leads to me tearing everything down and starting over. I'm just being honest here - I spent 25 years working in government, politics, and campaigns - I earned my depression! *:party:

So when I discovered that a plugin folder was being shared by an individual I consider to be a Master of the game, someone who has mentored me without knowing it through their videos and mayor's diary, I approached them for the file. I can assure you it wasn't just shared without thought, I was asked my intent, skill level, etc. 

I was asked to follow up with the creator too - to give feedback on my experience. I also confess that I was socially inept in making my initial feedback in a public forum, rather than by private message. So there are a few things I wish to clarify for any that might have misunderstood my previous post...*:lol:

I meant no criticism of the modpack, nor of the tremendous efforts put into compiling it. I think it's an absolutely supreme accomplishment, and I think that it is a great service to new players - especially for it's intended target audience who do not speak English. I tried my best to convey that sentiment in my previous post, and if I failed that, or if I offended the folder's creator in any way, I do public ally apologize.

I didn't mean for my account to be critical, just an honest appraisal of my experience. I believe I am simply one small step beyond the target audience of this shared folder. I have to stop doubting myself and just go ahead with a plugin folder I build that's just customized by me and for me.

I think that privately sharing plugin folders with new players is a great unrecognized service to the community. I commend the effort. Please do not be discouraged by the fact it wasn't a perfect fit for me, where I'm at in the game the only thing that would really be perfect for me is something I've built and documented from the ground up.

There's a new generation of gamers who aren't very likely to spend weeks compiling a plugin folder. SC4 comes with a steep learning curve. NAM's learning curve is just immense. Just learning the the NAM nomenclature requires real effort. I've spent hours exploring NAM puzzle pieces. We play an immensely complex, not to mention immensely satisfying game.

I think mod packs are a good idea - but one fraught with potential difficulties. The same is true with shared plugin folders. I do not have answers, just experience to share in trying to help develop answers. I wanted to see what is out there. I did at my own risk. I'm willing to share my experience because what do I really have to loose? I lurked for a decade, and am not a greatly social creature.

I'm just another individual who plays the game.

 

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12 hours ago, CorinaMarie said:

I'll bring this up for staff discussion and see how they feel about it. (That can take some time based on schedules and back and forth for points and counterpoints.)

As Cori mentioned, as staff we've discussed this and our conclusion is as follows:


Until an official direction is laid out on the future of MODPACCs, it's worth keeping the discussion contained within this existing thread.

We see a few advantages of doing so:

  • This is a popular topic. There have been 322 posts made over the course of almost a dozen pages.
  • People are familiar with the topic which pertains to a discussion more than just about the sharing of plugins folders. The idea very quickly moved away from that early on. It is recognisable when listed on the forum index and post feeds.
  • There are 40 followers of the topic. Each time a new post is made, they'll be notified which helps keep participants aware and involved with the activity. This would be reset if starting afresh.
  • Even though it's heading around in circles somewhat, the discussion is still relevant to what's been said already and that is still productive.
  • It has remained civil, even though people are understandably frustrated by the current lack of visible progress.
  • Should a new topic be created, to limit dispersion we'd have to deem MODPACCs as off-topic for being discussed in the current thread. Even if moving posts over to a new location, that would surely create confusion over what can be said and where.


All in all, it has run smoothly over the past 11 pages, and see no reason why this should change or needs to change now. We believe the right time to open a dedicated thread is once there's a path in place leading the way. This shall be a staff post outlining what is happening, whereas thus far it's been about what may happen. Sure it'd encourage a more focused topic, but that may not be of benefit without a clear direction.

So we're very much in favour of keeping it as is, until there comes a time where clarity will benefit from laying down a crafted strategy.

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To clarify, the intention to create a separate thread is to poll what the community wanted to, not for instance, discussing ethical issues. Detailed issues on distribution ethics should be discussed here, not my thread. My thread is purely for making the community decision easier, not harder. Consensus takes long time, while voting only takes short time. We should combine both so the feature will be quickly adopted, while we will fix problems.

Thanks.

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17 hours ago, Mike the Hun said:

....The mod-pack I received from a French source is actually most excellent. It is very well organized, quite complete for a great style of play, and it's pretty well documented too. In terms of what a shared plug-in folder should look like, it's absolutely "spot-on". At least that's my personal opinion - obviously your mileage may vary.

Yet, I have to also admit, I found myself unsatisfied. Despite the completeness, the organization, the fact that it's a very good representation of what a mod-pack might provide in terms of "plug--and-play" opportunity, it didn't work for me.

I read the documentation and installed the folder with great anticipation. I sat down to play SC4 - for the first time ever knowing that the plugin folder I was going to use was developed by an established player who's style and skill I greatly admire. It seemed that everything was just perfect.

Then my little quibbles started. Jeesh, that's not a terrain mod I really like. I'd foolishly assumed a French player would be using the popular French terrain mod I prefer. We all know what happens when we assume...That's on me, not the plug-in folder's author.

Next, I've gotten used to a particular tree controller...It's the terrain mod redux - it's not the author's fault my preferences are different...

The menu is also full of buildings more naturally native to a European city than my more North American style. OK, that makes sense. I hadn't thought of it in advance, but it's logic is like a headsmack to me. In my ardent desire to try out a plug-in folder by a city artist I admire, I hadn't taken these kinds of things into account.

Then I realize how many of the landmark menu buildings - and there are lots of them - are just eye-candy. That's perfect for the landscape painter and city artist, but my personal style focuses on growable lots, when I do use plop lots I concentrate on finding functional lots. Once again, it's not the fault of the author of the plug-in folder that my playing style is different, it's actually a testament to the versatility of the game.

In then end, the plugin folder I'd very ardently desired, was a work of art. But it wasn't the artist's palate I was comfortable with.....

Ditto .... I've been a long-time SC4 player and to be honest I think I can safely say I've probably spent more time trying to get the perfect plugin's folder than I have actually spent playing the game, anyway I also play Banished so when some very respected members of the Banished community created MegaMod

Quote

Have you ever wished you could download all of the most popular Banished mods compiled into one comprehensive package? Welcome to the mother of all Banished mods. The MegaMod - the ultimate Banished mod experience.

http://blackliquidsoftware.com/index.php?/files/file/72-megamod/

http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/

It was jump for joy time no more tweaking mod folders or worrying about conflicts or things not working  just download, activate and play ... perfect and yet it wasn't I tend to build walled cities (got to keep the zombies out :lol:)  so the mods I use tend to have lots of walls and stone buildings and while MegaMod given me some of that, I wasn't using quite a lot of it and worse I was downloading other mods to make up for what wasn't in MegaMod and it got to the point that the game was taking so long to start up it wasn't playable anymore, so with a great deal of reluctance as it was like letting go of the dream *:(  I uninstalled MegaMod and went back to picking with great care the mods I actually wanted to see in the game.

-catty

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8 hours ago, Cyclone Boom said:

As Cori mentioned, as staff we've discussed this and our conclusion is as follows:


Until an official direction is laid out on the future of MODPACCs, it's worth keeping the discussion contained within this existing thread.

We see a few advantages of doing so:

  • This is a popular topic. There have been 322 posts made over the course of almost a dozen pages.
  • People are familiar with the topic which pertains to a discussion more than just about the sharing of plugins folders. The idea very quickly moved away from that early on. It is recognisable when listed on the forum index and post feeds.
  • There are 40 followers of the topic. Each time a new post is made, they'll be notified which helps keep participants aware and involved with the activity. This would be reset if starting afresh.
  • Even though it's heading around in circles somewhat, the discussion is still relevant to what's been said already and that is still productive.
  • It has remained civil, even though people are understandably frustrated by the current lack of visible progress.
  • Should a new topic be created, to limit dispersion we'd have to deem MODPACCs as off-topic for being discussed in the current thread. Even if moving posts over to a new location, that would surely create confusion over what can be said and where.


All in all, it has run smoothly over the past 11 pages, and see no reason why this should change or needs to change now. We believe the right time to open a dedicated thread is once there's a path in place leading the way. This shall be a staff post outlining what is happening, whereas thus far it's been about what may happen. Sure it'd encourage a more focused topic, but that may not be of benefit without a clear direction.

So we're very much in favour of keeping it as is, until there comes a time where clarity will benefit from laying down a crafted strategy.

Dissapointed, you have given the mayority of the Modpack poster´s thereway to use this thread for there liking ! Respect your reason to do so.As you noted this new discusion is running in circles for sometime, with several several way´s of viewing. My view is that all members need to discus how Simtropolis file distribution should look like, impartial of how this should be achieved, members need to have oppurtunity to show there  views in a survey in clear language. Results of this again be discused. Final a vote for one or another system being presented. Some other threads may offer room to continue this discusion or may be a alternative fresh space to discus this in a more construcive manor !

As this thread stay´s as it is, I have no other choice to unfollow this thread. As it is now it doesn´t discus what originaly meant to be discused and totaly lost direction !

Sincerely yours,

kschmidt

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I was thinking about the sharing cities rule and my opinion about is that it should be allowed because if the STEX files is free why don’t the cities? I think the cities should be share only with the author permission though, this is a way to give credits and enjoy their works too, like already is given to STEX makers. However, if would have changes on this rule, it should be:
 
1. Everyone can get any cities from their authors by asking for a permission. 
2. The authors can only share their plugins folders if they’re sharing their cities (Plugin folder is necessary to get the cities working well). 
3. To make it possible the cities authors would put their cities in a “Sharing files websites” to be downloaded by the cities solicitors, today there are a bunch of websites that can do it.  
 

What do you think?

 

 

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@PHBSD

The main reason for not allowing cities to be hosted on the STEX is the file size. We have made exceptions for vanilla only content cities when the file size is reasonable. As far as sharing the cities via an external host and using the external link option in the STEX upload, I personally don't see a problem with that specific aspect. (That's my own opinion. I'm not setting a policy here as that would need staff discussion.)

As for sharing the plugins needed to go with said cities, that gets back to requiring the permission of each and every author of every mod and custom content item. This part is why the discussion goes around in circles and may not ever be solved to everyone's satisfaction.

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Yeah, but I think if someone posts something in STEX they are already admitting that their files are free and sharing cities with their files don't have any problem, one time free is always free in any circumstance.

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2 hours ago, PHBSD said:

Yeah, but I think if someone posts something in STEX they are already admitting that their files are free and sharing cities with their files don't have any problem, one time free is always free in any circumstance.

I'd pretty much stayed out of this discussion since my position on staff might imply my opinion is setting some kind of policy. It is not.

My personal opinion is similar to yours. However, the tradition has been that permission to share other peep's works other than via posting a linky to wherever it is hosted is forbidden. If you've read thru this entire discussion you'll see some content creators are adamantly opposed to any change in this regard. Since they put in all the hard work of creating said work and expected there would be no change to the sharing policy, this means we are apparently at a dead end for making any change.

(For my own creations I've stated in various posts here on ST that I give my permission to reuse and/or re-host things I've created. This doesn't help much because I've produced so little and none of it is custom bats. All I require is that I'm given credit should anyone want to use something of mine.)

A possible way forward could be to set a specific future date when a new policy would be adopted such that any submissions after that date are governed by new rules and by uploading to the STEX the author agrees to said new policy. (Members did agree to keep up with current guidelines when joining this site.) The rules could even be made retroactive with an chance to opt out within a predetermined amount of time. If such a change were made an announcement email would be sent to members to make them aware of it.

The fallout from such a radical change could be severe. I only present it for discussion. These potential changes are not something that is even being considered by the admins.

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The distribution of plugins all revolves around the rights of content creators. Whether to a large or small scale, should there be policy amendment in this regard, to any extent it'll be hard to please everyone. The same also applies should nothing happen in terms of a new direction.

I couldn't agree more something does need changing here, and it's not right for this whole debate to endlessly lead nowhere in particular. Because reading through the previous 11 pages of this thread, over 300 replies later it's adamantly clear there is a push for change. This same conclusion could even be drawn from Page 1. But while it may seem remarkably simple at the forefront, this is understandably much more complex at the core. So as community leaders we face the challenging prospect of trying to make the best and most suitable decision, while balancing people's interests at heart. I therefore feel this may require some sort of compromise.

However for exactly what this may entail is yet to be determined. Because as @CorinaMarie said above, the precise plan of action is still up for internal discussion, considering the many excellent points raised and still being brought forward in this topic.

To everyone who has posted here, we're very thankful for your continued input and patience while a solution can hopefully (and eventually) at some stage be established.

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It should be noted that there are a few things to be noted:

- If you LOST your plug in folder for whatever reason, it would be very hard if not impossible to re-download everything, especially as downloads are capped in many places.

- Many people have non-Simtropolis mods, including places that are no longer in service (like SimPEG)

- The STEX Vol. 1 CD (not a DVD) is no longer available.

- We can't permanently block re-distribution when a content creator is no longer available.

- We have to be on the lookout for bad/out of date files.

I say go for it.


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On 30.3.2018 at 11:47 PM, Cyclone Boom said:

So as community leaders we face the challenging prospect of trying to make the best and most suitable decision, while balancing people's interests at heart. I therefore feel this may require some sort of compromise.

May I ask: to whom exactly the term 'community leaders' is refering to? And if you use the word 'we' - how exactly differs this 'we' from community? As if this 'we' is something closed, on the inside, which the term 'internal discussion' at least suggest, one could think, there are two communities present in your post - an outer community that recieves descissions from the inner community, that makes descission. So maybe, for the outer community it's good to know, who makes the decission about community on the inside or what this inside is in detail. A parliament, a court, a group of elected members like some kind of council of elders? It seems I can't find public information about how this inner circle is organized.

And if final descissions on the inside have to be approved in some way by another instance - or if this inner part is legislative, executive and judiciary at the same time and therefore makes up the whole community by itself - while people not member of this inner part can't be part of community, as they can't participate in things that settles community. So the 'we' defines community and everybody not being part of this 'we' are 'them', the others, outside of the community.

So if the term 'community leaders' is f.e. refering to Simtropolis moderators this would mean 'community' is formed by them and everybody else not being a moderator would be some kind of guest visiting this community of moderators. Or am I wrong?

To me atm, it sounds more like running a business. You know, EA f.e., they ask the players what they want like to see and then they make their descission (on the inside) and present a new game to the public. You can't call this a community. It's the relationship of a company and their customers. The company makes the descissions - more or less (you can't satisfy everybody) in favor of their clients. Imho.

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3 minutes ago, Fantozzi said:

May I ask: to whom exactly the term 'community leaders' is refering to? And if you use the word 'we' - how exactly differs this 'we' from community? As if this 'we' is something closed, on the inside, which the term 'internal discussion' at least suggest, one could think, there are two communities present in your post - an outer community that recieves descissions from the inner community, that makes descission. So maybe, for the outer community it's good to know, who makes the decission about community on the inside or what this inside is in detail. A parliament, a court, a group of elected members like some kind of council of elders? It seems I can't find public information about how this inner circle is organized.

And if final descissions on the inside have to be approved in some way by another instance - or if this inner part is legislative, executive and judiciary at the same time and therefore makes up the whole community by itself - while people not member of this inner part can't be part of community, as they can't participate in things that settles community. So the 'we' defines community and everybody not being part of this 'we' are 'them', the others, outside of the community.

So if the term 'community leaders' is f.e. refering to Simtropolis moderators this would mean 'community' is formed by them and everybody else not being a moderator would be some kind of guest visiting this community of moderators. Or am I wrong?

To me atm, it sounds more like running a business. You know, EA f.e., they ask the players what they want like to see and then they make their descission (on the inside) and present a new game to the public. You can't call this a community. It's the relationship of a company and their customers. The company makes the descissions - more or less (you can't satisfy everybody) in favor of their clients. Imho.

Yes, "community leaders" in this case is Simtropolis moderators, despite the fact that Simtropolis is not the only SC4 site out there (though it is the largest). That's the big question for non-Simtropolis downloads that are in question...


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Well, I'm afraid there won't be any lawyer in western world that will regard Dirk and his 'dirktatorship' as some kind of non-profit organisation but just as a funny term to express, that this site is his business. And so 'community leaders' from a legal point of view will be regarded as his employees instead of community representants. As they weren't elected or choosen by community. If they decide to offer free content without the written and explict consent of the creators and the site is making profit or gains money with advertising space etc., imho they will be in real troubles. Community members not involved with the site - imho - have certain advantages in this case. Or the site is acknowledged by canadian law being a non-profit organisation. I don't know. But being a site descission not a community descission - makes it a different legal thing imho.

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OK, I want to end all barriers regarding sharing plugins. Before I do it, I admit I'm not a lawyer or content creators (and in fact, "redistribution" rules aren't enforced by law due to EULA) so I'm going to just give you the basics of the problem.

Let's go to the problem. If the plugin is still maintained by the author, then the redistribution should be licensed by the author. This is fine, until the author becoming completely inactive. If the author is completely inactive, the plugin becoming abandonware, so redistribution is legal. This is similar to copyrights, patents, or even software like SC2000. If the patent has no expiration date (this ranging wildly, according to the jurisdiction), then the patent is locked forever because the contacts to the inventors aren't exist anymore. This is not ideal because the patent users can use the patent previously, now they can't. So, the patent office decided to set expiration date after the inventors died, again ranging wildly as you can see in Wikipedia. Because of that, we'll set the plugins expired if...

  1. The author isn't active anymore after 3 years. Why 3 years? Because SC4 community isn't like Minecraft. Minecraft players can still love Minecraft because Minecraft up-to-date contents are really big. Not to mention, Minecraft has been released periodically. Meanwhile, SC4 community doesn't have lots of up-to-date contents so the players aren't incentivized as much as Minecraft did.
  2. The author has been declared that he/she doesn't active anymore in long time or leaving the community.

For the system, it's better to use decentralized dependency trackers using a standard, similar to OAuth for authentication. We may call it CityTrax, Modtracc etc. That's because deptracker only need a history system, unlike the package manager approach that need huge software revamps, both from design into technical.

Thanks.

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Guys, I have an idea. If any STEX files authors don’t want their files to be shared in plugins folders from another person like a city creator, they have to write by saying it at a Simtropolis group, for example.

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Please Simtropolis moderators change the rule about sharing cities and plugins folders 

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    On 7/8/2017 at 6:59 PM, Haljackey said:

    I'm going to spill the beans.

    SimCity 4 has been out for a solid 14 (!) years now, yet we as a community still have pretty good control over this game's content.

    What are the benefits and / or risks if, say I upload my plugins folder somewhere for anyone to download? That would be at their own risk.

    Obviously it's nice to credit the creator, as if everyone downloads files individually they can track the number of people who are using their files. It also lets members rate and comment on them too for good feedback. If rules were relaxed, there's be a big change to this.

    I get asked all the time to upload my plugins folder and usually my answers for not doing so seem to fall flat, especially over the years. It may be a good time for us to refresh our policy around this topic. A change to protectionism could open SC4 to a bunch of new users, but that comes with changes to the use policies we as a community have set up.

    I'd like to know your thoughts. This thread is for discussion only. It is not a means to argue or challenge anything.

     

    EDIT: See a similar discussion on SC4D here: https://www.sc4devotion.com/forums/index.php?topic=17599.0 Thanks @Scribosilyn!

    It has been one full year since I started this thread.

    We've had a lot of discussion, but no real traction. Where are we now with things? Can a consensus be reached?

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    On 7/8/2018 at 9:48 PM, Haljackey said:

    Where are we now with things? Can a consensus be reached?

    Basically it's come down to the problem that some authors oppose this idea and might remove their files if we change the rules which have been in place forever. While the status quo isn't ideal from the player's perspective, it does keep everything available. We haven't completely ruled out the possibility of a change, but it's not likely to happen any time soon.

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    Well, the pack with the bug fixes would be a viable first step. However, the question about either (1) distributing an altered SIMCITY_1.DAT with things like the I-HT fix correctly applied to it, or (2) writing an installer that would be capable of doing this on the user's computer remains unanswered.

    As a second step, some substantial packages from authors who do give consent might establish the concept and convince others. I'd be 100% willing to toss in my entire IRM and IRM W2W stuff, for example.

    Third problem is, we have many people demanding things to be done, but nobody willing to actually do the work. Everyone wants cake, but is "not skilled enough", "not experienced enough", "not that much of a baker to begin with", "not sure where the kitchen actually is" and thus, logically, can only sit back and wait for the cake to be brought by someone else, and please make it snappy. And with cream on top plox. *:ninja:

    Before anyone gets angry: Yes, the last part was somewhat ranty and not to be taken too seriously or personally by anyone, but take away the dose of sarcasm and that basically is what's happening. *shrugs* It's unfortunate, but that's the way it is - at least as far as I see it. I'd be glad to be proven wrong. *;)

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    3 minutes ago, T Wrecks said:

    (2) writing an installer that would be capable of doing this on the user's computer

    The CAM v2 does that, doesn't it? Well, actually I never really understood how the CAM 2 works, I've only used the CAM 2 I-R fix install option, but I don't know if that applies to the I-Ht fix too. It does modify the simcity_1.dat and make a back-up copy of that into your Documents SC4 Root folder, outside of the Plugin folder where the readmes go usually. Distributing the simcity_1.dat I think not possible due to EA/MAXIS regulations. That's a more strict rule than the "author's" copyright BS in the community.

    The thing is that we don't have standard "strict" rules here on STEX how the uploads should be look like. Ok the zip format is a thing, but one can't follow this simple rule either, so how can I expect proper folder sturcture with readme and pictures in the upload from anyone? It would be so easy: team folder (if there is a team)/author folder/plugin name folder/etc... or the actual model lots an other files. The readme files/folder with pictures should be placed outside of the author/team folder. And the install instruction could be: copy the team/author folder from the zip into your plugin folder. This would ensure that unnecessary files won't be taking place in the plugin folder. And would help the DATpackers work too...

    I've been working on my collection to remake all my files folder structure since I started to collect sc4 plugins, and last year sadly I had to restart due to a flash drive failiure, but this methood at least keep my back-up and plugin folder tidy and organized...

    But back to the sharing problem. I knew that won't be happening anything... Well, the active community is shrinking with each years and months so, this won't be a problem either... And the thing is those authors who oppose  this (organized/tested "official" modpack/sharing plugin folder) idea in general and don't give any constructive ideas how it would be a working thing for them (moving forward things etc...) forget something: nowadays anybody can share anything (I think many of you saw that reddit shared plugin folder - I linked it here as a great example why should the community do that as organized official way) wheter these authors give permission or not and they can't really do anything... So the better question is, why can't we do this in an organized way with less harm...?

    But as I said before. This shared plugin folder not for me at all. I collected and collecting stuffs from here and there, what I can find, and nowadays I have that much understanding in general to run the game with fully custumized contents by me if I have the time to make the lots.

    So with a huge amount of SARCASM (not for you Cory, I know you're just the messenger):

    2 hours ago, CorinaMarie said:

    Basically it's come down to the problem that some authors oppose this idea and might remove their files if we change the rules which have been in place forever. While the status quo isn't ideal from the player's perspective, it does keep everything available. We haven't completely ruled out the possibility of a change, but it's not likely to happen any time soon.

    *:thumb:*:rofl:*:thumb: - Congratulations for those authors...


    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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    This is what I don't like about SimCity 4. It's difficult to install mods, especially those with dozen of dependencies. C:S in other hand uses subscription system to manage plugins. This is the system I like. You can just subscribe to a plugin to install it and the system updates the plugins automatically. The author sends small and frequent updates to the mod. The author also works on one project branch. However, the mod also have "Development" (dev) branch to bring new features and test them to contributors, test bots and testers before releasing them to the "Public" (stable) branch one by one (not collective). We might drop the version number in favor to recently updated date. This results features being delivered quickly to players, while keeping the features stable.

    Regardless of my approach, we should repack all mods wisely to be easy to install, easy to maintain and reliable from creators and players side.

    Thanks.

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    @Tyberius06: Opinions on sharing aside (I won't open that can of worms), to be fair it's not the opposition or skepticism of a few BATters that fundamentally hinders implementation of the MODPACC idea. It's not like we have a shiny, perfectly built, powerful airplane ready for take-off, and just a few naysayers on the runway are keeping us on the ground. *;)

    However, if the CAM actually does edit the SIMCITY_1.DAT on the user's computer (while creating a backup copy?), then the authors of that installer should have the technical skills and knowledge to the same for other stuff such as the I-HT fix. That's good news in any case.

     


    -=| 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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    I haven't read all of this thread, so apologies if what I say has been gone over already.

    If anything step one should be getting rid of the ridiculous installers that still come with certain mods. I don't think that happens here so much but on the LEX it does and it makes it completely impossible to bulk download. Anything from the LEX is completely unusable to the newbie (even if it does have that dependency tracker). Because I'm crazy I built a script to automatically go through the stupid installers for me but no sane person would ever think that was a good idea. Everybody has a zip programme, everybody can copy paste something to the plugins folder.

    All dependencies should all be bundled into one big download. It really doesn't matter if the person doesn't even need half of them. It's worth it if it gets rid of brown boxes and the need to install dependencies for dependencies etcetera. Just create a big pack with every single dependency in it and be done with it (I would exclude stuff like relots perhaps since it's very clear that it needs the original model). The biggest problem for people newly getting into mods isn't the the mods themselves but the dependencies. Anyone coming into this is going to look at that and correctly identify the depencency system as insane. It may have been a halfway decent idea in 2003 (I doubt it) but it's mindboggling that it's still going on. Even now after years of building my plugin folder I still sometimes get brown boxes after downloading something new.

    I'm not part of this community so I'm just giving my outside view as someone who came into SC4 mods quite late (2011 at first). The first mod I tried to download after NAM was some kind of train station that had an ungodly amount of dependencies, some on other sites (and thus some with those ridiculous installers) and some I had to google. My friend who also likes games like SimCity gave up at that point and has never looked at SC4 ever again and I can't blame him. I persevered but only because the eventual quality of the mods and the effect on gameplay was (and is) so amazing. So in conclusion: get it to a point where a new player can just download the dependency pack, a building and plop it in their plugin folder without ever having to worry about getting a brown box.

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    SC4D Admin here, and we hear you loud and clear on the installer issue.  We've been discussing "Project ZIP" for awhile now behind the scenes, which, as one might expect, involves converting most of the installer files over to .zip setups (save for multi-option items, such as the NAM).  The impetus is actually the Dependency Tracker--we actually have the means to effectively put together an entire Plugins folder worth of content by using it, but the installers greatly complicate things.  The tendency of Norton/Symantec to generate false positives for certain installers has actually given us an excuse to undertake a few test cases, which have worked out well.

    The main issue that's prevented us from doing it to date is time.  The LEX has 3344 files at this moment, and even if we assume that half of them are single-option downloads with installers, that's 1672 files we're going to have to convert.

    -Tarkus

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    52 minutes ago, Tarkus said:

    The LEX has 3344 files at this moment, and even if we assume that half of them are single-option downloads with installers, that's 1672 files we're going to have to convert.

    @TarkusI might be able to help with that, becaues I binge downloaded most of the available (not locked) items (except maps and some other stuff) last year, but I haven't organized them yet, so about 2500-ish files for sure from LEX which is on the way to be organized that includes:
    1. to install one-by-one all the plugins than move them back (keeping the provided folder structure where it is sensable - f.e. BSC stuffs) to their folder into my back-up drive (little explanation how things work for me: I download the plugins then unzip them keeping the given zip name so I got a main folder for them, and if it's necessary I build up a folder structure with subfolders, where it's not properly provided which usually looks like this after the main folder: team name (where there is a team)/creator(s)/plugin's name folder/lots and dats etc... In all cases the readme and the belonging pictures take place directly in the main folder - if you check one of my uploads than you can see how I do these things), than move the belonging readme and pictures back to this folder as well... I did this with a couple of files already.
    2. Check and update the dependency links in the readmes (it depends on how much time and patience I have).

    So if I'm doing this anyway... I can setup a Google Drive folder with a link for you (I mean LEX team) and put the stuffs which I'm ready with there.

    - 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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    @Tyberius06, that's awesome, and sounds like exactly the level of archiving we need for the project.  Something along those lines would be an absolutely HUGE help!

    -Tarkus

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    Awesome. Anything to make downloading more newbie friendly is a big step forward in my opinion.

    I would offer to help but my plugin folder is, not surprisingly, one giant mess.

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    On 04-08-2018 at 2:14 PM, fixomaniac said:

    Because I'm crazy I built a script to automatically go through the stupid installers

    Could this be the providential developer we have been waiting? If you are keen on reading, there are several interesting ideas on this same thread about creating some relatively simple software to download and install plugins automatically; as a reference, what we would need is somethink alike the APT system that Debian distros use to install and manage applications (which is basically an script interpreter and an automatic installer). In any case, whatever you could contribute to ease this mess would be great indeed.

    On 04-08-2018 at 2:14 PM, fixomaniac said:

    It really doesn't matter if the person doesn't even need half of them. It's worth it if it gets rid of brown boxes and the need to install dependencies for dependencies etcetera.

    If you have an old and slow computer (this one, for example), like most users from developing countries (which are a growing demographic on the community), simply install it all won't cut it, as it makes the game basically unplayable. What's more: for novice users is easier to understand to install individual dependencies than to install a huge pack of them and then fight against a big block of clogged files to chip away the ones they don't use at all. Heck, that's even hard for long-time users (that's why several of us have asked on the Can't Find It thread about things we have installed, just to find which of the tens of thousands of files is that pesky fast-food advert we want to remove).

     

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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
    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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