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I am a proponent of the KISS principle (Keep It Simple Stupid).  I feel like we've come to a consensus regarding the repackaging and distribution of content already submitted to both the STEX and LEX.  Authors that are no longer active in the community will get rightfully credited, and Authors that are still active can be contacted.  I seriously doubt that anybody will have an issue with seeing their content become part of a 'starter kit' that will keep SC4 up and going for years to come.  If they do, well, there is so much content available it won't matter if a few members choose not to participate.    

That said, I feel the quickest way to achieve a 'starter pack' would be to build it and release it as a single download.  It could certainly be a way to spur donations like the current CD's are.  Even if we go the scripted route, there is going to need to be some members of the community that get together and mod and lot this project.  

And that is where the heavy lifting really is.  I think the reason this topic got started was to introduce casual or new players who just wanted to jump into SC4 and have all the stuff ready to go.  A 'starter pack' mod is going to need some serious work and won't be achievable through an automated system alone.  

 

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

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Regarding SC4D, we have a way of putting the brakes on bandwidth consumption built right into our exchange software, thanks to @CasperVg.  There's a daily cap, and there are different tiers of it--there's one for regular users, as well as one for donors (which is about triple the regular user cap).  That would be our mechanism for keeping people from being gluttonous at jeronij's expense.  We can adjust the caps if it appears there's a need to do so.  If, on the ST side, things are being directly downloaded from the STEX, there's obviously the AdFly routine in place already, to recoup some costs. 

Now, if we start going to a user-side client, it depends in large part on how exactly it is going to be accessing the files on the exchanges, if it'll be automatically registering an account to use the tool on the exchanges, or if it'll take in the user's existing accounts and work that way.  The LEX should automatically still cap things that way (there already is a LEX Downloader tool out there--wouanagaine did the first edition, Casper made the newer Java version), and while I don't know all the mechanics of the current STEX setup, I'm not aware of there being any sort of quota on how much registered users can download from here during a certain timeframe.  We could, in theory, code a cap on STEX bandwidth usage into such a tool if needed, which could somehow be upped for donors, by providing them with a validation code of some sort once they donate to ST.  

Going back to the model of packs on the exchanges, there's also the question of whether or not packs like this would actually increase bandwidth usage.  As far as how bandwidth would be counted by a webhost, it's my understanding that there'd be no difference between someone "binge downloading" 2GB of plugins in the current setup, and someone downloading 2GB of MODPACCs.  2GB is 2GB.  The effect on the server may end up being different, downloading 300 small files versus 5 much larger files, but it would make no difference on the actual bandwidth meter. 

Granted, though, I'd imagine there would probably be a "rush" on the MODPACCs when they first go live, similar to what one would expect when a new NAM version is released.  The first "monolithic" NAM (NAM 31.0 in March 2013) did put a bit of a run on SC4D's bandwidth.  That initial rush, however, does level off and plateau, and given that there's not likely to be regular updates to the MODPACCs like there is with the NAM, that wouldn't be a recurring pattern (unless there's an article in the gaming press that causes a sudden, brief surge).

There is also the ModDB route--that'd mitigate bandwidth concerns, but it would potentially cut the traffic to the SC4 sites and exposure for potential donations.

-Tarkus

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46 minutes ago, Tarkus said:

...There is also the ModDB route--that'd mitigate bandwidth concerns, but it would potentially cut the traffic to the SC4 sites and exposure for potential donations....

I think that's my biggest concern that in trying to make things easier for the user, the community would lose even more people, in a lot of ways all those people posting

about missing dependencies, can't find this, am looking for this, help I've got a problem ..... etc

are the community life blood, they bring people in and once here they usually go rummaging thru the site, without them how many visitors would the CJ's get or the creators getting comments from people.

Whatever path we take its got to be doable and long-term, starting something off and then having it die because there aren't enough people who are willing to keep it current ... see MEGAMOD over on the Banished sites who also tried to come up with starter pack for the the users to just download and is now very out-of-date.

If you take BegaBee program as an example of what's possible, you will note he's built in the ability of having 10 plugin folders  which you can swop around and add more plugins into it if you want ...so (and this isn't me saying this is the way we should go) ... if we went down this path

Folder 1 - The best 100 plugins (plus dependencies) at SC4Devotion

Folder 2 - The best 100 plugins (plus dependencies) at Simtropolis

Folder 3 -

Folder 4 -

And so on, with each site deciding what they want to showcase or alternatively

Folder 1 - The best 100 Commercial Hi-Rises (plus dependencies)

Folder 2 - The best 100 ..............

It doesn't have to be big, just has to get people started and wanting more and not wiping out the site bandwidth limits in the process.

Over time the number of plugins could be increased .....

-catty

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    I have my doubts that site traffic would take a hit from hosting this stuff offsite, heck it might even do the opposite. We could have links on the download page / documentation pointing to the community's sites.

    As @SimCoug mentioned, we need to keep things as simple as possible for the first package. This undertaking would still involve a lot of work but can be used as a trail run / test for future packages.  Call it the guinea pig if you will.

    We're doomed to fail if we want to please everybody. For now, I think we need to turn down the scope of this project and start small.

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    You might actually get MORE ad revenue.  You bake ads into the download and installation in the script program.....

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    7 hours ago, SimCoug said:

    That said, I feel the quickest way to achieve a 'starter pack' would be to build it and release it as a single download.

    My idear was - to make the starter packs only accessible via a tutorial page that would explain what's in there, what is good for, how to use it and who were the original creators.

    Imho - what new players really need is a guided tour through the 'sc4 museum' not simply all exhibits collected in one room.

    I also agree on this for another reason - we should always figure out things the way that community as a whole can survive us, the individual player. What if sites move (to another country, to another technology, to another dimension in space-time), get a new software and all the links need to be updated . Who will be responsible for the client software in five years? Who will care for this if we are gone?

    The more simple the solution is - the higher the chance someone will care for it in the future. So the question might be also: how many people will be able to nurse a client software if we are gone, how many people will be able to nurse a simple webpage and zip-packed file if we are gone?

    4 hours ago, Haljackey said:

    For now, I think we need to turn down the scope of this project and start small.

    I absolutely agree. First step first. We might block other developments with what we are doing. I think @T Wrecks showed a good way. Let's first think of the data we can pack together. If I remember right, he mentioned girafe trees. And if I remember right @rsc204made some additions/correction to them so all of them are mmp and prop. So to collect those things together in packs first of all - there is spread out content and fixes by different authors are even spread out more. 

    To do this work first doesn't exclude to make a client later. It doesn't exclude the creation of starter packs. So as this doesn't block further developments - imho this is the action to start with first. If you make the client the first task you most probably will block further developments regarding consolidation of content.

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    7 hours ago, Haljackey said:

    I have my doubts that site traffic would take a hit from hosting this stuff offsite, heck it might even do the opposite. We could have links on the download page / documentation pointing to the community's sites.

    As @SimCoug mentioned, we need to keep things as simple as possible for the first package. This undertaking would still involve a lot of work but can be used as a trail run / test for future packages.  Call it the guinea pig if you will.

    As of right now, because the NAM Team's FTP account for ST has been down since sometime before the release of NAM 35, the NAM downloads here on the STEX actually point over to ModDB, and ModDB is presently beating SC4D by a 4:1 ratio.  The STEX pages are getting a lot of clicks, however (the GOG article likely helped a lot), but I don't really have reliable stats on them due to the situation.

    That's also obviously skewed by the current logistics, however, and my older stats do support your theory.  I do have my figures for NAM 33 and 34 handy, both of which were releases where the NAM was directly hosted on the STEX.  Both ST and SC4D beat out ModDB in terms of their share of overall downloads--ST by a wide margin, SC4D by a slight one.  With NAM 34, the market share three months after release broke down to 60% ST, 25% SC4D, 15% ModDB.  With NAM 33 (which only lasted a month as the "current" NAM release), it was 56% ST, 24% SC4D, 20% ModDB.

    One positive with ModDB is that the mainstream gaming media does actually browse around there, and the NAM's presence on there did actually start getting them to pay some attention to the SC4 community in late 2013.  Rock, Paper, Shotgun picked up the NAM 32 Pre-Release, and then the full release of NAM 32 ended up being PC Gamer's "Mod of the Week"--both outlets mentioned and linked to SC4D in the process.  While the gaming media had kind of been forgetting we exist since C:S was released, and became a bit of a darling for them, we are starting to get on the radar again, evidenced by this Kotaku article from earlier this week.

    The NAM usually goes straight to #1 on ModDB whenever there is any sort of press about it outside the usual SC4 community outlets . . . I'd imagine the creation of these MODPACCs would be pretty big news, even now, and if we can leverage it the right way, we might be able to parlay that into increased traffic here.

    I'm also in agreement that we need some sort of a build put together first.  A rolling release of different types of packs might also be a good way to sustain interest in the project over time.

    3 hours ago, jaredh said:

    You might actually get MORE ad revenue.  You bake ads into the download and installation in the script program.....

    That's certainly a possibility--links all over, at the very least.  I think we can use this as a gateway, if we set it up right.

    2 hours ago, Fantozzi said:

    The more simple the solution is - the higher the chance someone will care for it in the future. So the question might be also: how many people will be able to nurse a client software if we are gone, how many people will be able to nurse a simple webpage and zip-packed file if we are gone?

    ---

    To do this work first doesn't exclude to make a client later. It doesn't exclude the creation of starter packs. So as this doesn't block further developments - imho this is the action to start with first. If you make the client the first task you most probably will block further developments regarding consolidation of content.

    The webpage and zip-packed file is obviously going to be easier to keep around.  @simmaster07 actually designed a pretty awesome PHP-based online NAM installer back in the NAM 29 era . . . sadly, however, it's not around anymore, as he didn't have a permanent place to host it.  I'd also agree that the existence of the MODPACCs and a client aren't mutually exclusive . . . arguably, they're both solutions we need.  The MODPACCs can be for an entry point, and the client can be for when we get them hooked on SC4 custom content.

    Another comparison would be the RHW ramp interfaces.  We have two newer overrideable implementations of them, the draggable versions (DRIs) and the FLEX piece versions (FLEXRamps).  We intentionally maintain both . . . some users prefer not having to reach for the menu, but others don't want to memorize the drag patterns, and prefer to just plop the FLEX pieces down.  Sometimes, it's necessary to have different points of access.

    -Tarkus

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    I think there is a general consensus that packaging together all the Maxis fixes and stuff that makes the game work as it should, would be a high priority. Why don't we simply start there, no new content per-se, but a simple download once and you are done package that gets all the fixes into the game. We could also try to bundle with that all the add-ons from Maxis (new landmarks) as an option. Not forgetting things like the SC4Fix.dll and maybe Buggi's Extracheats too. It is possible to include into an installer the option to DAT Pack the I-HT fix whilst we're at it, but as the CAM 2.0 installer proves, that needs a lot of testing to ensure it works with all setups. For me, that's the first thing almost every new user would want to have, before custom content muddies the waters.

    Here's the problem part, lots of people talking, who's going to be doing this stuff? I could take care of the installer, it's not actually that difficult. But it would need people to test it and provide feedback, that's something in my experience that rarely happens.

    However, the one benefit is that I had already started on such a package and have a lot of prep-work already done. But I would want a firm green light before resuming work on it, so I'd be certain having done the work, that I wouldn't be blocked by restrictions on re-distribution. In addition to some assurances that there would be help with testing, so we could check various platforms and variants of SC4 would all work with the installer. It's not a one-man job by any means if this is to work. Because if it doesn't work reliably, we're just creating more problems, not less.

    The good part is that this is a one-time job, unless suddenly we find later new fixes that need to be added. I'd be happy to open-source and upload the NSIS code and installer build though, so anyone could in theory update it later on if need be.

    @Fantozzi makes an excellent point though that this shouldn't be simply a bunch of files for installation. It should be linked from a tutorial that explains what the pack does and links out to additional information. For example explaining how to use/setup the command line switches. Since nearly everyone should be using them, if only the -CPUCount:1 line to prevent CTDs. It could also link to topics on setting up the best graphics for SC4 (DirectX), explaining the rendering options, limitations and showing how to fix the common problems. So any new players have a one-stop shop for getting their game running optimally and patched. Once we see how that option works in practise, we can start to think about expanding such packs to cover custom content. But I do think massive packs are a disservice frankly. Trying to have "localised" content packs may be very useful, but if there are going to be many, we need a solution to avoid duplicate dependencies.

    ===================================================================================================================================

    Trying to index-link all the existing content is a job that would take a herculean amount of effort to realise, idealistically I approve, practically I have strong doubts it's achievable. That said, I do recall once saying, if we don't ever start, we'll never achieve anything. This "it can't be done" way of thinking has for too long been stopping any attempts at progress towards what must surely be the most ideal solution to the worst problem of the community. However, to do it right would not only take a lot of work and a long time, it would require absolute destruction of the notion of rights over how a creators work is distributed currently. We, the community must have the rights to re-package as is best for everyone, not the creator. Feeling idealistic, let's go mad and right for the best solution possible, pie in the sky thinking if you will...

    Some software that knows the IDs of everything and can download just what you need, all whilst ensuring your plugins folder is always adapting to those requirements. If we started off with limited support for a bunch of just the key dependencies, it would be a start at least. Expanding that to everything would be a big deal though time-wise. What I'm thinking of is doing away with dependency packs altogether and indexing just the single model/props by splitting them up. Filenames would be IDs only, so duplicates would sort themselves out. The application would just keep the non-packed files somewhere and when things changed, re-datpack a new set of files from the vast number of individual ones. Content you download would work with this software and be downloaded from the exchanges as it is now. Only you'd run the download through the application which would ensure you had everything you needed from a central repository. Not to mention, bandwidth (much more expensive than hosting) would be limited to a much smaller amount of just the specific files needed, it would be a huge improvement in efficiency, making it cheaper to run. It would also be a no brainier to compress the living heck out of everything for storage/downloading and have the server and client side handle those operations so they are invisible to the end user.

    Of course the problem with such a solution is that we create a two tier-system, the old way and the new. We'd probably need to separate that content which works with the new system from the old. But over time we'd be able to build something that will be infinitely better and deal with all these problems once and for all re: dependencies. It just requires a new category on the STEX/LEX for files designed to work with the new system. Only the dependencies would change in terms of how they were hosted. It would also require tools that would work with the new system. For example some modification to SC4 PIM-X so it could spit out the files automatically to work with the dependency manager app.

    The great thing about a two tier system is that we don't have to ditch how we used to do things to get it off the ground. The two options could always exist, those who just want the easy life would be restricted to using the new compatible content only, but it'd be a start. Those who want flexibility and hate change could just continue to do things the old way.

    Whilst a lot of this is really ignoring the huge amount of work and change needed to realise it, quite deliberately I might add. I can't think of a better solution and if we are going to invest a lot of resources into any such project, why do it in any other way but the most optimal one? Lets at least reap the most rewards for our efforts. So the real main barriers would be summed up as:

    • Designating a host for this new dependency content. Finding a revenue source for the costs of hosting/distribution.
    • A software developer who can make the client side and server side software a reality.
    • Someone with the knowledge to create or adapt a tool like SC4 PIM-X so lotters/modders aren't overburdened from working with it.
    • People willing to devote their time to index and modify the files to work with the new system.
    • A consensus form the community guardians that content should be freed to make things better for the community. Rather than simply worrying about creators rights.

    A lot of hurdles, sure. But, I believe it could work and would be great for the community if it did.

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

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

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

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

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    On 7/14/2017 at 0:04 PM, jaredh said:

    apt should be easily adaptable.

    I would advise against trying to outright adapt apt, chocolatey, npm or any package manager for Linux distributions and software tools. These are all specialized for distributing libraries and executables for systems or source code for development and carry a lot of complexity that would make it difficult for community members to contribute to its development and adoption.

    It shouldn't be difficult to implement a basic package manager for our purposes in a cross-platform language like Python over several stages. We can start something extremely basic and work our way up to more supported use cases. I have a possible roadmap for this, but this starts to move away from the topic of distributing modpacks and becomes an entire discussion on actually implementing a package manager for SimCity 4 mods.

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    I just wanted to pull together some ideas that have jumped out at me.

    14 hours ago, mattb325 said:

    1) How does this automated script to install  a plugins suite add real, monetary value to the websites to ensure that the websites remain an ongoing concern? It's great for the end user, but I don't see value for the webmaster (and I might be missing something).

    To address this concern, I like the concept @Tarkus proposed in the next quote.

    10 hours ago, Tarkus said:

    We could, in theory, code a cap on STEX bandwidth usage into such a tool if needed, which could somehow be upped for donors, by providing them with a validation code of some sort once they donate to ST.

    A  'Pay for Convenience' scenario that seems like it would be fairly straight forward to implement.

    11 hours ago, SimCoug said:

    I am a proponent of the KISS principle (Keep It Simple Stupid).

    This is a good thing to keep in mind no matter what your doing.

    9 hours ago, Haljackey said:

    We're doomed to fail if we want to please everybody. For now, I think we need to turn down the scope of this project and start small.

    You are absolutely correct, you can't please everybody. Normally, the sweet spot is when nobody is 100% happy.

    4 hours ago, Fantozzi said:

    The more simple the solution is - the higher the chance someone will care for it in the future. So the question might be also: how many people will be able to nurse a client software if we are gone, how many people will be able to nurse a simple webpage and zip-packed file if we are gone?

    So true, no one lives forever.

    4 hours ago, Fantozzi said:

    To do this work first doesn't exclude to make a client later. It doesn't exclude the creation of starter packs. So as this doesn't block further developments - imho this is the action to start with first. If you make the client the first task you most probably will block further developments regarding consolidation of content.

    It does make sense to stock the shelves before you put out the 'OPEN' sign.

    41 minutes ago, Tarkus said:

    I'm also in agreement that we need some sort of a build put together first.  A rolling release of different types of packs might also be a good way to sustain interest in the project over time.

    Rolling releases is a great idea, it should sustain the interest of users if it's done with some regularity. And your offering compelling content.

    31 minutes ago, rsc204 said:

    I think there is a general consensus that packaging together all the Maxis fixes and stuff that makes the game work as it should, would be a high priority. Why don't we simply start there, no new content per-se, but a simple download once and you are done package that gets all the fixes into the game.

    There seems to be some consensus on this point and since I am almost finished a project that I think will do this for Linux users, I have to agree.

    33 minutes ago, rsc204 said:

    @Fantozzi makes an excellent point though that this shouldn't be simply a bunch of files for installation. It should be linked from a tutorial that explains what the pack does and links out to additional information.

    This would help new users and address concerns of giving credit where credit is due.

    33 minutes ago, rsc204 said:

    For example explaining how to use/setup the command line switches. Since nearly everyone should be using them, if only the -CPUCount:1 line to prevent CTDs.

    Also part of my current project, I plan to include a tool to create a launcher for the user.

    34 minutes ago, rsc204 said:

    So any new players have a one-stop shop for getting their game running optimally and patched.

    This is what drove me to start my project. It was also suggested by rsc204 after I posted my commandline tutorials.

    34 minutes ago, rsc204 said:

    Trying to index-link all the existing content is a job that would take a herculean amount of effort to realise,

    Truly an enormous amount of work. I think the KISS principle may have to be applied here and Fantozzi's thoughts about after we're gone. I like the pre-packaged zip file approach mentioned earlier.

     

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    19 hours ago, mattb325 said:

    The last thing any solution should do is have the unintended consequences of cannibalizing Dirk's existing revenue stream (that is the sale of CDs and...)

    Oh, there we go. What if these themed, organized and easy-to-install collections are released only as DVDs for donors, using the same terms as the earlier STEX collectors' discs? We would create a revenue stream instead of killing one.

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    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    11 hours ago, Handyman said:

     

    12 hours ago, rsc204 said:

    Trying to index-link all the existing content is a job that would take a herculean amount of effort to realise,

    Truly an enormous amount of work. I think the KISS principle may have to be applied here and Fantozzi's thoughts about after we're gone. I like the pre-packaged zip file approach mentioned earlier.

    I don't see why we should avoid developing a package management system for content just because we plan on making starter packs. These are two totally independent efforts that can happen in parallel, and I'd go so far as to argue that the package manager is an even more pressing concern. Once users try to install content outside of these prepackaged sets it becomes exponentially harder to keep track of dependencies and conflicts while also trying to maintain a folder structure that lets you keep track of what the heck you downloaded in the first place. Focusing only on the latter could just lead to people sticking only to starter packs (which could conflict with each other anyway) at the expense of other individual releases.

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    Some additional thoughts on a few of the topics raised...
     

    Automated System

    As I see it, the concept for APT type system (following @matias93's post here) would be the ultimate universal solution for distributing content. Bridging the gap between both accessibility and ease of use. Greatly simplifying the process of batch installation -- that's what this is all about. Therefore as such, it should leave no stone left unturned. If this is the way to go, it needs to cover all the main aspects of plugin management.

    The whole incentive aims to reduce the steps needed to add BATs, lots & mods in bulk. We want to make it easier for everyone involved. Whether a newcomer to SC4 or a veteran player. People want to have the option of adding custom content, without going through the arduous and headache-ridden task involving dependencies and testing for conflicts, binary searches etc. The mise en place would be done beforehand, and then the system takes care of the rest. After all, that is the main appeal of fast food restaurants... :whatevs:


    I imagine a key benefit is it'd be relatively simple to modify the master list for each pack. Effectively being a central reference and set of instructions. Adding new files accordingly, and the same if needing to point away from obsoletes.

    By sourcing the original files, something worth considering is if authors decided to release updates. The STEX (at least) uses versioning, where any previous revisions are saved and are by default still available for separate download. We'd need to ensure should any given file be updated, the system retrieves only the version it expects. This would be the one incorporated inside the MODPACC, already checked for compatibility with the others included. Any changes would need manually approving for inclusion. Then the instruction commands could be altered, pointing to the new version and any additional dependencies. The authors supply content, and those tasked with arranging the packs determine how it gets compiled. Otherwise the more extra variables, the greater chance of all sorts of potential conflicts and chaos. Without cohesion, it'd defeat the purpose.

    For the user, the process of updating ought to be as simple as re-running the tool, to synchronize with the pack's contents. Removing obsolete files (in the modus of Cleanitol), and replacing them with the newly released ones. For the sake of bandwidth and convenience, it'd be grossly inefficient to re-download the entire content set more than once per installation. Above else, all this needs to revolve around simplicity. Streamlining at both ends of the spectrum.

    Going down this route, I'm very much in favour of it being implemented cross-site to the fullest extent possible.


    Personally, I must admit the finer mechanics of all this is beyond my current technical expertise. I know the IPS suite does provide a standard REST API which may help provide the platform for integration. However, this would absolutely require a team not only willing to work on this, but obviously have the knowhow to understand how all the procedures work to bring this to fruition.

    So essentially looking ahead in this direction, we'd need at least 3 core groups of people:

    1. Developer(s):  Creating the base framework, integrating it accordingly with site software, and creating the commands for processing.
    2. Organisers:  Determining the contents of each MODPACC, considering compatibility between items.
    3. Testers:  Basically quality assurance for functionality, and checking each MODPACC works correctly in SC4 (and ideally when combined with other packs). This would need to be in a standardised environment as determined by the package manager.

     

    Content & Community Cycle

    While I like the idea behind automation and packaging content in general, I feel @Fantozzi's earlier concerns are very valid.


    Following on...

    How would the batch distribution of plugins (automated or otherwise) affect the motivation of active or aspiring content creators?

    Knowing a MODPACC bundle is far more appealing, there's a chance of individual entries on the STEX or LEX being overlooked, especially if included. With a package containing multiple items, individual creations are less likely to be recognised and cherished in their own right. I suspect at least for some, this plays a big part with motivation -- knowing what you create is valued by those who decide to pursue it.

    For any aspiring creator, the task of earning appreciation may then become steeper. If all the plugin packs attain most of the the limelight, and you receive no feedback, why would you bother to continue sharing your own works? It'd be very hard to compete on such a scale. I imagine this is one reason why there's been so very few transport mods other than the NAM and RTMT, or based around them with compatibility in mind. The reason being, a MEGA mod is designed to be an encompassing solution for a specific need. Tried and tested, and proven to achieve just that.

    Anything much more than a collection of fixes, I think we need to proceed with a degree of caution to ensure authors are respected for creating individual uploads. I very much agree with @rsc204's summation, including the points about informing people about custom content as a whole. At the same time, I think we also still need to encourage newcomers to ask questions. A starter pack should be strictly limited to just that -- an introductory taster.

    The thing is, there's a cycle where people enter the scene, slowly learning their trade. First starting small, posting on the forums, or seeking advice. Sharing progress, while progressively becoming familiar with how the game and custom content functions. Maybe delving into BATting, lotting, modding or map making of your own. All the time expanding on your knowledge and gaining vital experience. Finally completing the loop by passing it onto other newcomers who come along. While the so called 'golden era' for new creations may be over, what we're seeing nowadays is quality over quantity. We therefore still need to be careful not to break the cycle, otherwise closing the door and potentially discouraging those interested in taking up creating BATs, lots, mods or maps for the first time.

    That cycle is what keeps any learning community alive and well. This isn't and rightly shouldn't simply be a museum.

     

    Bandwidth Considerations

    Anything involving mass online data distribution brings this into the picture. Here at Simtropolis, the STEX is unsurprisingly the biggest overhead in this regard. Putting it in perspective, the past 30 days has seen 630GB of bandwidth used from all files downloaded. I can confirm within the IPS suite, there are standard usergroup settings to cap bandwidth quota, download speeds and also quantity. So there are options to limit the flow, should that be required.


    Using an external host such as ModDB is a possibility. At least on the STEX from files, it's possible to link the download location set via a URL. That way the user would either by redirected to the page (as the NAM does currently), or perhaps a direct link to start the download.

    I did notice ModDB's terms state the following:

    Quote

    2. Use and ownership of user provided content

    2.3 You warrant that you are the owner or creator of any User Developed Content, or any User Generated Content you choose to upload, or that you have received permission from the owner or creator of any such content to make such submissions and to licence that content as set out in this clause 2.

    As @CorinaMarie previously mentioned, I suppose a way around this is by re-designating all content as property of the community.

    If we can help it though, I think it's best to keep everything hosted here. Nothing on the internet is certain. But the recent Photobucket debacle proves yet again how relying on external sites puts full trust in their policies and services. Integrating any system is also much harder without direct access.


    Indeed, through a system allowing MODPACCs to be batch downloaded on site, or even compiled and offered as individual entries, it can only result in a sharp rise in the amount used. As @Tarkus said above, it's difficult to predict the scale or trends of such an increase, and we'd need Dirk to clarify whether this may overflow the upper limit costs of the site. Depending on the scale, the question is: Do costs need to be covered? Then if so, where possible, finding the best method(s) to recoup this without restricting the packs to an isolated group of users.

    I've mixed views about packs being withheld and not openly available. On one hand it'd prevent bandwidth mounting, but on the other would be contrary to making them accessible to all SC4 players. Similarly with putting each on a DVD or in an exclusive section say for site donors (min $X amount). The deciding factor here is whether or not it's sustainable to cover the costs of any extra bandwidth. It's tricky to have it both ways. But if we can avoid it, I'd be in favour of keeping them available to the masses. If we're looking at lowering barriers for newcomers, this I feel is necessary.

     

    Overall the entirety of this project would undoubtedly be a mammoth task. But when there's a will, there's a way... right? *;)

    Like most things: start small, gain momentum, get off the ground, with the ambition to expand.

    • Like 9

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    29 minutes ago, Cyclone Boom said:

    For any aspiring creator, the task of earning appreciation may then becomes steeper. If all the plugin packs attain most of the the limelight, and you receive no feedback, why would you bother to continue sharing your own works? It'd be very hard to compete on such a scale. I imagine this is one reason why there's been so very few transport mods other than the NAM and RTMT, or based around them with compatibility in mind. The reason being, a MEGA mod is designed to be an encompassing solution for a specific need. Tried and tested, and proven to achieve just that.

    The NAM is actually a really interesting case, as it is a product of the game's file architecture.  Each of the RUL files that tell the game how to construct transportation networks has a specific function, and only one copy of each RUL can be loaded into memory by the game.  As a result, the only real way to ensure cross-compatibility with all mods that involve RUL modification is to assemble all third-party RUL additions and edits are assembled in a single, unified source.  It has essentially required all of us who modify RUL files to work together.  That's certainly come with its own set of challenges, but it's something that everyone (well, just about) in the transit modding community has agreed was necessary for the greater good.

    Functional airports and seaports have a similar restriction, in that there's a single exemplar file for each that defines all the allowable ports.  The former Aerospace Consortium (AC Team) handled the airports--the seaports, however, were the victim of political wrangling, so there's two conflicting controllers out there.

     

    29 minutes ago, Cyclone Boom said:

    Personally, I must admit the finer mechanics of all this are beyond my current technical expertise. I know the IPS suite does provide a standard REST API which may help provide the platform for integration. However, this would absolutely require a team not only willing to work on this, but obviously have the knowhow to understand how all the procedures work to bring this to fruition.

    The API for the LEX is REST-based, so it sounds like there's already a window there for compatibility.  It's also open-source, so ST is welcome to use it.  Getting to simmaster07's idea, there's even a Python wrapper for it already.  I'm in the same boat with you on all the technical details, so I'm going to see if I can alert Casper to this.

     

    29 minutes ago, Cyclone Boom said:

    If we can help it though, I think it's best to keep everything hosted here. Nothing on the internet is a certain. But the recent Photobucket debacle proves yet again how relying on external sites puts full trust in their policies and services. Integrating any system also is much harder without direct access.

    Indeed, if we're going off APIs and the like, ModDB isn't going to work.  It's just a place to upload mod files (very large ones, even). 

    The way the NAM Team uses it is as an extra point of redundancy in our official distribution network, to ensure the mod remains available, in cases where SC4D and/or ST may be down and/or needing to conserve bandwidth.  If we are going with pre-assembled packs, and as long as we're not all-in with it (like many were with Photobucket--SC4D actually had been hosting CML images there :dead:), it can be a useful tool, as long as one is aware of its limitations.

    -Tarkus

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    41 minutes ago, Tarkus said:

    ..... (like many were with Photobucket--SC4D actually had been hosting CML images there :dead:), it can be a useful tool, as long as one is aware of its limitations....

    Sorry a slight detour, but shouldn't the folder that Jeronij set up so all the CML images would be hosted at SC4D still be available

    ...... goes and has a rummage

    https://www.sc4devotion.com/images/CML/

     

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    7 hours ago, Cyclone Boom said:

    If all the plugin packs attain most of the the limelight, and you receive no feedback, why would you bother to continue sharing your own works? It'd be very hard to compete on such a scale.

    Imho - it depends on how the MODPACCs are presented. It could be regarded as honor to become a part oft them, part of the community selected essential works.

    I don't see downloading and installing the main issue. The main issue is - well, you can look on forums. Most popular f.e.: where can I find it? What do I need? How do I created this or that? The problem is not only collecting the elements but also to gain a structure, to stick the elements together the right way. And this points towards tutorials.

    I strongly recommend to see MODPACCS as some invitation to get into SC4. And therfore not to think those things isolated - but combining MODPACCS with showcases from cj and instructions, 'how to'. If you ever purchased a box of LEGO you may know - there is always a nice construction manual within the box that suggest some constructions you can create with the bricks. To me it's crucial to use MODPACCS as an 'easy access' for newbies to SC4 - to do the same here. The 'packing issue' is only a half of the issue - the other half is packing not only bricks, but bricks in a systematic way, so you can built something of the set.

    That's why I think you need introduction into MODPACCs - as for every MODPACC there should be a logical reason.. If you say, we pack all the standard fixes - you gave a criteria on a logical level. And if you offer the pack for downlad at least you would tell the reason - why you did pack the stuff. So it mostly would be about 'importance' - the criteria.

    On STEX creators describe their uploads themselves. This would be different on MODPACCs. It's more like a wiki - a comment on the content, an explanation what they are, what the original creators did, why those are packed together - it's all from a 'third persons view'. And obviously there must be a good reason to download the MODPACC. And therefore they could be some 'walk of fame' without the need of creating a walk of fame - because they are by logical reason.

    It's like the NAM - what makes into the NAM, what remains some extra download. If your mod becomes part of the NAM, as an author, don't you feel honored? Regarding  MODPACCs - me personally, I see the NAM as some kind of antetype. And for the NAM there are many tutorial videos (again it's like a LEGO box, it's not simply content thrown together but working together. The meaning of the word 'working' - what does 'working' mean here, that's imho the central part. 

    To create a MODPACC there should be a logical or systemic relationship between the elements - not simply stuff that's packed together because it is 'nice'. As you solve several questions doing so. As the whole is more than the summ of its elements - you get also motivation for creators to be part of the MODPACCs f.e.

    But this would mean - we had to think a little bit more about criteria what makes a MODPACC and what not. I noticed in this discussion -opinion about this is quite different. So far we agreed about 'fixes'. But nothing else.

    But we had to make some concept as we had to avoid that MODPACCS soon overlap in content. And we start, make one or two and then we get stuck. 

    So I think that needs to be discussed more -  and as a result there could be a list of needed MODPACCS.

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    6 hours ago, catty-cb said:

    Sorry a slight detour, but shouldn't the folder that Jeronij set up so all the CML images would be hosted at SC4D still be available

    ...... goes and has a rummage

    https://www.sc4devotion.com/images/CML/

     

    Thanks, Cathy--looks like there was at least one (Battlecat) that hadn't gotten the image link switched over to the on-site folders.  Unfortunately, it's also wiped out a few folks' avatars, however, as they were using off-site hosting for theirs on Photobucket.

    1 hour ago, Fantozzi said:

    It's like the NAM - what makes into the NAM, what remains some extra download. If your mod becomes part of the NAM, as an author, don't you feel honored? Regarding  MODPACCs - me personally, I see the NAM as some kind of antetype. And for the NAM there are many tutorial videos (again it's like a LEGO box, it's not simply content thrown together but working together. The meaning of the word 'working' - what does 'working' mean here, that's imho the central part.

    Indeed, for pretty much anyone out there who gets into transit modding, NAM Team membership is the pinnacle.  It's a sign you have skills to be useful to the biggest mod in the SC4 world.  I still remember how elated I was a little over 10 years ago, when I was brought onto the team. 

    The MODPACCs, being a newer invention, might not have quite the same level of tradition associated with them as the NAM, but being included would, IMHO, be a certain sign that one's creations are valued enough to be part of a curated "taster" to get users acclimated into the world custom content.

    -Tarkus

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    52 minutes ago, Tarkus said:

    .....The MODPACCs, being a newer invention, might not have quite the same level of tradition associated with them as the NAM, but being included would, IMHO, be a certain sign that one's creations are valued enough to be part of a curated "taster" to get users acclimated into the world custom content.

    I remember being extremely pleased when I got notified by the staff here that they wanted to include two of my park LOTs in STEX DVD4, which is just as well as turns out as all four of them disappeared off the STEX sometime after that ... sort of a relief in a way as it stopped the complaints about the number of dependences they each had ....

    -catty

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    On 15.7.2017 at 6:19 PM, matias93 said:

    I'm also with Fantozzi on worrying that automating and straightforwarding the installation process could reduce the incentives to tinker with the custom content. What keeps this community alive isn't just people playing, but people actively engaging on the continuous upgrading of the game contents.

    To be clear: I don't believe these are irresolvable contradictions. It's just to think about how they can work hand in hand - installation routines, starter packs, presentation. To me these are layers of a complex task. Sometimes it seems we run out of topic but it's only to check out what is involved - social, ethics, communication, usability, technology, dependencies, sustainability, law ...  it seems, we leave no stone unturned.

    German Gründlichkeit?

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    Me, I'd like to see the following MODPACCs:

    - basic fixes and mods (including also the most popular gameplay mods on water supply and pollution but with installer options for those) 

    - seaport and waterfront (seaport controller, ports, waterfront lots, seawalls etc)

    - mmp and beautification pack (including all the popular tree props and gravel and sand pathways, embankments, fillers, modular parking  etc.)

    - airport

    - country related (with installer options by country) all included automata packs (fire, police, ambulance, train skins)

    - A CAM pack including civics adjusted for higher CAM stages, a base set of custom content covering all CAM stages for residentials, commercials and industry etc.

    - the IRM with its dependencies all included in a starter pack

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    1 hour ago, Fantozzi said:

    Me, I'd like to see the following MODPACCs:

    - basic fixes and mods (including also the most popular gameplay mods on water supply and pollution but with installer options for those) 

    - seaport and waterfront (seaport controller, ports, waterfront lots, seawalls etc)

    - mmp and beautification pack (including all the popular tree props and gravel and sand pathways, embankments, fillers, modular parking  etc.)

    - airport

    - country related (with installer options by country) all included automata packs (fire, police, ambulance, train skins)

    - A CAM pack including civics adjusted for higher CAM stages, a base set of custom content covering all CAM stages for residentials, commercials and industry etc.

    - the IRM with its dependencies all included in a starter pack


    I think those are all good ideas, but besides the basic fix modpacc, the others are pretty specialized and not exactly what I would think a beginner would be comfortable getting into - at least not initially.  

    I propose going back to the basics.  When I first got into custom content, the main reason was that I was getting sick of all the maxis repetition.  I'm sure Deppiesse's Diner is a great greasy spoon, but she has a near monopoly in every town I make!  Ray Krok would be proud.  My sims need some variety!
    So I went exploring on the STEX and started downloading alternatives... specifically, alternatives that said "NO DEPENDENCIES" because dependencies were just a scary word when I was first starting out.  

    With that in mind, I think the first modpacc (after the 'fix' option... that is a must) should be a growable RCI compilation that effectively competes with all the maxis content.  As far as I can see, the best way to organize such a project, would be to break it down into the 4 tilesets that maxis included with SC4 Deluxe (industrial would be a different beast, so this is just Res and Com):

    -Chicago
    -New York
    -Houston
    -Euro

    As much as I would like to start with the Chicago set *:P, I believe the most popular and desirable would be the Houston (basically 'modern') tileset.  I envision that each tileset would include 2-3 alternatives to each of the maxis buildings that populate that tileset.  Each of those alternatives would need to be lotted in the same vein as what the original maxis lots looked like.  I just did a quick look, and there are about 100 buildings in the Houston tileset.  That means between 200-300 new models for this modpacc.  

    Then comes the lotting - it shouldn't be too hard considering how basic most of the maxis lots appear.  And yes, I think we should just stick with the basic maxis props.  This is a beginner starter set, so lets just stick with the basics.  

    I would look at this project as a true expansion pack - one that Maxis never got around to making.  

    If we as a community could get all 4 tilesets finished, we'd be looking at over 1000 new buildings that would fit in along the basic maxis set.  For the beginner and casual SC4 players, it would be as essential as the NAM is for transportation.  It would certainly be a huge first step into the world of custom content. 

    I'm not going to pretend that this would be a simple endeavor, but I would certainly lend my Lotting/Modding expertise to such a project.  And with enough help, I think such a project is certainly feasible.  

    Anyway, that would be my vision.  

    As an aside - We could add and "industrial" pack to the tileset list, but with the incredible work that @T Wrecks has accomplished with the IRM, I'm not sure that it's necessary.  Perhaps an IRM modpacc could fill the Industrial roll.  

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    @matias93 @Cyclone Boom and all, I am in full agreement! Some sort of APT/RPM-type system has been the clear solution to the organization and distribution of plugins, for years. I have experience packaging software for both dpkg (apt-get) and RPM Linux package managers, as well as development of various tools, and might be interested in prototyping something at some point. "sc4get" sounds like a beautiful paradigm shift.

    I'm not sure if it's been discussed, but the much-longed for "Packs" are expressed through simple dependencies in such a system, so they exist as empty-ish packages which contain only documentation and many dependencies (which themselves have dependencies of (prop) libraries, more packs, etc).

    This can be cascaded, so if Pat makes a Mega mega pack containing every package in the plugin folder, the new mega pack's package "Pats_fun_but_messy_plugins.sc4pkg" can specify "Pats_favorite_CS_mega_pack.pkg" in its dependencies, which in turn contains familiar lots, etc. Package managers always have tools to print out information about all currently installed packages, to make it possible to build packs like this. There is also reverse dependency listing, files belonging to specific packages, caching, and other good things.

    The real pain will be going from an unmanaged plugins folder to a managed one, but getting your favorite content available will be a great motivator to be a package maintainer, so content availability shouldn't take too long!

    Bandwidth is traditionally handled by mirroring the package sets around different servers (volunteers/donors) and having the client software use a random mirror/closest mirror/fastest mirror. ST wouldn't have to shoulder the whole load.

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    Great ideas people!!

    As you can see, I'm all for a full revamp of the current plugins management approach, but I understand that it could mean a really huge amount of work. In that sense, I feel that it would be sensible to deliver some packs on the traditional way, to resolve the most pressing needs of the new users without requiring too much time. Checking my SC4 downloads folder as a reference, my first plugins were indeed fixes to silly errors in the game, as the 'crime doesn't pay' mod, together with a couple of automatas and the USL. But as I'm a latecomer (and sort of an addict), this rapidly derailed on binge-downloading like half of Jason's buildings. Little knew I that on matter of mods, bingeing isn't the viable option, so one has to choose, for example, between Mandelsoft's lighting mods or between tree controllers (with all those complexities added).

    So in the purpose of de-vanilla-fy the game for newer users, we should use a 'bicefalous' approach: packs for binge-able things, like buildings and lots, and Cori's Shoppes for mods that require exclusivity.

    * * *

    1 hour ago, SimCoug said:

    With that in mind, I think the first modpacc (after the 'fix' option... that is a must) should be a growable RCI compilation that effectively competes with all the maxis content.  As far as I can see, the best way to organize such a project, would be to break it down into the 4 tilesets that maxis included with SC4 Deluxe (industrial would be a different beast, so this is just Res and Com):

    -Chicago
    -New York
    -Houston
    -Euro

    I don't want to say this, but I have the instintive impulse to overcomplicate things, so there it goes: why not take the opportunity, when reissuing all custom content, to fix the clearly weird and unsystematic way in which tilesets are ordered? [ok, it's done]. Jigsaw made a try on 2010, but as it was an individual endeavour, it cannot go so far. Nevertheless, the concept was clever (even if I would have distributed Maxis' buildings on the other categories and keep the fourth slot for third world styles):

    2B6EjKk.jpg
    (reuploaded image, the original is on Photobucket)

    * * *

    1 hour ago, CT14 said:

    Bandwidth is traditionally handled by mirroring the package sets around different servers (volunteers/donors) and having the client software use a random mirror/closest mirror/fastest mirror. ST wouldn't have to shoulder the whole load.

    I had forgot this!! And while I'm not sure if we could manage to find another altruist Dirk or Jeronji to take full charge of a continuous server, we could operate a network of smaller domestic mirrors around the world, offering substitute sources just while using our computers and being connected to internet; I would gladly donate a part of my bandwidth for that, and as I'm a crazy completationist, my SC4 downloads folder would make a good enough mirror. Surely many other members are on a similar situation, so volunteering could be a good option. Of course, this would mean to develop and manage a mirroring system (something tha APT and similars do), so it's more workload for the programmer.

    And talking about forgotten points, I think that keeping the application as barebones as possible would be a plus. It doesn't only would reduce the complexity of its development, but would profit on the use of already established means of searching and finding plugins. This is: the LEX and the STEX galleries doesn't need to be replaced to work with this application, but only to include, alongside the traditional download button, a selectable field with the name of the package and a link to a MODPACC FAQ. So the user just copies and pastes the package name on the command line and gets the plugin installed.

    That way, the sites don't get abandoned, the traffic passing for them can be still monetised (on an extreme case, requiring to see ads to get the package name and download button) and the chances of people participating on the forums doesn't degrade.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

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    2 hours ago, CT14 said:

    "sc4get" sounds like a beautiful paradigm shift.

    sc4get ? :}

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    I guess that is an awkward construction - "apt-get" being the classic "make me a sandwich" command for Debian Linux.

    Y'all have a name for it already anyway. :thumb:

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    24 minutes ago, CT14 said:

    I guess that is an awkward construction - "apt-get" being the classic "make me a sandwich" command for Debian Linux.

    Y'all have a name for it already anyway. :thumb:

    I would have liked an apt-something too, but this thing could be also useful for non - SC4 things


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

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    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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    Whatever it be, it has to match a zany acronym. MODPACC is the frontrunner on that by now... 

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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"

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    @matias93: That tileset manipulation is something highly subjective, I think. For my part, I like to play around the default tilesets: I'll start with wooden houses and old-style stuff in the Chicago 1890 tileset, go more urban / Art Deco with the NY 1940 tileset, and when I want to develop the result into a modern city, I'll switch over to Houston 1990 eventually, with Euro-Contemporary reserved for either central European or HK stuff, depending on the plugins currently installed.

    It's hard to tell what your average newcomer would prefer, but many may not even be aware of the different tilesets and the way the game can be set to stick to either single one or either combination of them, or cycle through them in selectable intervals. I guess many just start playing and building, and after a while they notice new stuff popping up as their city is developing, and are happy to see that.

    Actively restricting / isolating / managing tilesets, let alone manipulating them to fit into a different system, is probably a technique that only avid custom content users and highly advanced players really need - not least because it requires a huge amount of plugins and some good game knowledge to either fill your custom tileset(s) sufficiently or play around the gaps that you may have in them.

    I can envision users lacking that knowledge and that amount of plugins getting frustrated because nothing grows after selecting a custom tileset, and raising lots of support queries. In fact, I've seen compaints/questions along these lines brought forth by users who did nothing more than add a Maxis blocker to an otherwise chock-full folder of plugins. Indeed, even 3 gigs worth of plugins doesn't mean that you have, for example, enough stage 6/7 residentials to grow on the lots that you zoned, effectively stalling development.

    I really like that you brought it up, and it can't hurt to hear some more opinions on it. Personally, however, I must confess that I'm rather skeptical about it.

    _________________

    This thread has moved at mind-boggling speed while I was away... from skimming through it, I gather that there's a chance of automating much of the download ordeal. However, how realistic is that, and what timeframe are we looking at?

    • Like 4

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    SC4 Plugin Client

    What's been said so far has kind of confused me, but I'd just like to toss out there the possibility of the plugin client being a torrent system under the hood. For example, when you get a download from Blizzard's game launcher, you're not downloading it from Blizzard, you're downloading it from other players through their torrent system. This would dramatically reduce hosting costs for the community, because only one server would need to be maintained just to ensure availability of the lesser used files. I have no idea what the programming is like for this though. 

    I know there are already a few plugins folder manager programs out there and tbh I haven't used them, so I don't know what functionalities they have that should be included. But I think the basic user experience should be that someone logs into and browses a website, sees things that they like and click on an "add to collection" button, and behind the scenes the client should download the files and dependencies without the user ever having to look at their plugins folder. And likewise on the website a user should be able to view their plugin collection with a similarly visual interface, and click on a "remove from collection" button and the client should remove the files and any unused dependencies automatically. 

    Tilesets

    Standardization in this area is necessary for making both large packs, and user friendly content. An experienced user will know which tileset individual buildings are in but an inexperienced one won't. 

    With only 4 tilesets available, the current arrangement is good, but imo people have been misusing it. The specific names and dates given to the tilesets are meant for people without architecture knowledge to understand the associated clusters of styles, but aren't a literal description. For example, Aqua should not be in the Chicago tileset.

    But Maxis themselves didn't seem to fully understand what the difference between the Houston 1990 and Euro tilesets. Many BATers have used the Euro tileset for historical European buildings. imo "Euro" was intended to be "contemporary". For anyone who doesn't know, in the world of tacky American home decor, "European" is synonymous with "modern" "contemporary" "designer" "luxury" (example). When I'm modding, I personally interpret Houston 1990 as being corporate postmodernism and late modernism, because that was the reigning architecture style of that time and place, and Euro as being mid century modern and current buildings which follow in the modernist rather than the postmodernist tradition. It's not perfect but it's what I do. 

    I'd like to keep the Chicago 1890 and New York 1940 tilesets the same, and clarify the difference between Houston 1990 and Euro, and tidy up accordingly. My inclination would be to move the historical European stuff to the Chicago 1890 tileset, with some of the newer pre-WW2 european buildings going into the New York 1940 tileset. Someone making a European city is presumably not making an American city at the same time, so their plugins and Maxis blockers would be set up for one or the other, and that way all players could use the more universal modern styles of the later tilesets without conflicts. Plus European players would get two tilesets for differentiation between historical building styles instead of one.

    But tilesets is a big can of worms by itself. But if the goal is to really have a completely seamless user friendly experience we'll have to go through and work out as many of our standardization issues as possible. 

    Stage Standardization

    With our new .DLL abilities, it may be possible to add more densities (for example, "Very High") to the existing ones. My ideal situation would be to do that, and then redistribute the stages across the densities in a more realistic way. Right now low density residential is anything from rural to dense inner city, and medium density is Manhattan. High density residential practically only exists in Hong Kong and a few other places. I'd like the stages to be redistributed so that you can zone medium density and get something like a neighborhood of rowhouses or short apartment buildings, without having to abuse "make historical". If someone was able to make this happen, I would BAT a *giant* pack of growables to fill the new distribution smoothly for each tileset and common lot size. This is kind of a pet idea of mine and a lifelong complaint about SC4, so I'm just tossing it out there. 

    I also think that the CAM, or maybe just a CAM-Lite (maybe just the new stages unlocked and stage 8 maxis buildings remodded, but stage 1-7 left as is) should be the standard. I view the CAM as more of a bug fix than anything else, because without it, everything about the building growing/replacement/selection process is broken at stage 8 without the CAM. The CAM is also easy to adopt as a standard because of the PIMX. 

    • Like 7

    patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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