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I'll create a whitepaper about Simpacc soon.

On 8/18/2017 at 1:41 AM, Tarkus said:

...

Your author signature (-Tarkus) was accidentally included in the quote. :D

 

Hello,

This is my follow-up reply of my latest reply above:

OK, as we know, there are many replies about Modpacc (Meticulously, Organized, Distribution, Package (of), Accumulated, Custom, Content) idea. However, people end up in 'apt'/'npm' concept. But, as an unique thinker, I think the concept isn't right. The concept takes much effort since the communities aren't prepared early with this idea, unlike apt or npm community. Also, the app should be cross-platform, making some inconsistencies if not implemented right. However, there's a simple & practical solution, making the Modpacc a team. The Modpacc will be an open source legal plugin packer. Legal in context means with authorization from the authors. There are two parts, executives as representatives and will be helping with regulations and members as working part. By this way, executives'll be focused more on plugin packing, not just instructing. The additional privileges of execs will be like a Simtrop's 'moderator button'. The software used is unknown, between GitHub or self-hosted open source Git-based web repo management interface. The execs is unknown, and will be discussed in next reply.

If you have any questions, critics or suggestions, please reply this thread. Thanks.

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Discustion now going beyond the orginal subject ! Individual  choice wich bat´s or lot´s to use may need to be kept to the user; incompatible large dat files with older bat´s lot´s to avoid.. Member bat, lot makers to decide what to add to there personal specialized  bat, lot´s collection or collaborate on subjects like airports, harbours, commercials, industries, or! Special airports are so complex lot of bat´s, lot´s wich halftimes crash the game or misbehave all  together if all parts aren´t up to date, so a all parts working base set would be quit welcome ! SC4 devotion featured Mega prop files as they are should have for all mayor mega props groups like basic mega CP01-02, Dae 01-2, D66, LBT01-02, Misc1-2, RT 1-2, SW21 12 SG01,. most basic specialized AC, CSX, JRJ, JES, BAT Props, ALN seperate installed in a new all combining super mega dat file fully compatible ! Sharing wouldn´t be such a big point any more as most instalation hasle of running numerous seperate instalation programs is taken away, yet if downloading can be avoided or a file is really not at all available or simple sc4 regon plugin exchange as it is sharing shouuld be allowed at own risk !

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    I'm still getting multiple requests to upload my plugins folder every time I release a new Youtube video. For every request there are probably dozens, possibly hundreds of others that want to get this as well. It's good to know that there is still considerable interest for this game, but the barriers to entry set up are preventing people from experiencing the game with plugins / mods which is what they want to play these days.

    We are pretty much shunning away people at this point which is concerning. We need to find a way to fix this. Think about how much more the community would be active if we opened up this door. There would be so many unique creations to look at, interesting threads to discuss, and a more positive community experience. SimCity 4 can not only survive but thrive nearly 15 years after launch.

    We need to do something about this or else the fan base may shrink to a small concentration of 'hardcore' players and fans. We are already seeing this start to happen but it's not too late to reverse this!

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    I can confirm internal discussions have been progressing, and we hope to have some news in the not too distant future. *;)

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    @HaljackeyI was thinking about to ask a list of your used buildings, since as I can see (but maybe I'm wrong), you usually use the same pack of buildings in any of your showed cities recently. And I was considering that building a city like yours, but I'm lack of time recently to open up a new city tile, so pull this request down on the to do list.

    But yepp, I told that this will be the situation... Also I'm glad that there is some progress behind the curtains @Cyclone Boom. :)

    - 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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    don't make us spoil the surprises :ninja:

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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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    1 hour ago, Tyberius06 said:

    @HaljackeyI was thinking about to ask a list of your used buildings, since as I can see (but maybe I'm wrong), you usually use the same pack of buildings in any of your showed cities recently. And I was considering that building a city like yours, but I'm lack of time recently to open up a new city tile, so pull this request down on the to do list.

    But yepp, I told that this will be the situation... Also I'm glad that there is some progress behind the curtains @Cyclone Boom. :)

    - Tyberius

    Haljackey released his plugin list as a excel sheet online. Link as for now is dead ! Gathered a lot of files; some highrise or remarkble buidlings are added to my old machine plugin, Mayon Province as such uses some of them. ANNO Europa as mentioned uses medium to high rise and only mostly european buildings. Real Haljackey cities I aswell not consider as they are to mighty for my system performance; autmata´s, highway lightning, wayfinders I currently don´t use. Overlap of regenerating graphicly those highrises and landmraks aswel ! SCDevotion might be a better platform to discus these matters as most megaprops are  available there; so the developers. LEX should ask for permisiton to make a base megaprops - textures dvd so we have solved at least the first  mayor obstacle ! Simtropolis may help producing and distributing these as long as this supports LEX !

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    Modpacc'll be a good idea. Why? Because, another solution I thought of like an inter-site dependencies tracker or dependency hunter aren't feasible. The former due to lack of cooperation between sites (except SC4D and us, this is related to legal reason) and the latter due to lack of developers and it's required advanced technology (I think this is can be fixed). Modpacc allows the packers to ship their content efficiently and effectively (and legal as long as the packers have the distribution permission). Combined with Cleanitol, Modpaccs can be referred. Good news, this simple tech can be used to repack existing plugins (again, as long as the packers have the dist perm). This is economical yet efficient and effective method to pack/repack plugins.

    This solution may not perfect. You can quote this reply, but don't make a lot of discussion of the problem. Please, make the solution of the problem.

    Thanks.

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    It would be nice for people like me who are now redoing the process for the 3rd time thanks to computer crashes. It takes me about 3 months to download, unzip, and re-install about 10,000 files. I always put off the single installer guys like SimGoober til last. 

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    55 minutes ago, citycowboy said:

    It would be nice for people like me who are now redoing the process for the 3rd time thanks to computer crashes. It takes me about 3 months to download, unzip, and re-install about 10,000 files. I always put off the single installer guys like SimGoober til last. 

    I don't mean to be rude or anything  but am genuinely curious as to why you aren't backing up your computer especially after the first time it crashed.

    -catty

     

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    Yes, updates are always a good strategy. Yet the mere necessity to keep updates (or, at the very least, the extreme utility of doing so) also serves to highlight how much MODPACCs could contribute to a more downloader-friendly way of adding custom content.

    While we're at it, I doubt that any convenient package management solution is around the corner, so I wouldn't place any bets on that (and believe me, I'd be the happiest Simtropolitan if I were to be proven wrong!).

    Therefore, we might IMHO as well start with the low-tech approach by adding MODPACCs to the STEX the usual way.

    For the first candidate, the catch-all bugfix package, the biggest issue IMO is the I-HT fix. I guess we cannot simply distribute a modified simcity_1.dat or EA lawyers will close us down. Besides, the traffic would be insane. Is anyone capable of writing an installer that would make the required changes (and, preferably, create an automatic backup of the original file)?

    If not, would adding simple override files be more useful or more harmful?

    I really think we should get something started and slowly establish those packs as a widely used and accepted option that is popular with downloaders. This might make it easier to get buy-in from content creators, facilitating the process further down the road when it comes to making multi-author packs.

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    4 hours ago, T Wrecks said:

    the biggest issue IMO is the I-HT fix... Is anyone capable of writing an installer that would make the required changes (and, preferably, create an automatic backup of the original file)?

    I thought InvisiChem already did so for this year's CAM, which comes with an I-HT fix included. The hiccup is when the dat-packer needs a library DLL. It's freely distributed, but there are highly ranked sites out there charging for it, and that puts off newbies.


    -- 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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    2 hours ago, jeffryfisher said:

    I thought InvisiChem already did so for this year's CAM, which comes with an I-HT fix included. The hiccup is when the dat-packer needs a library DLL. It's freely distributed, but there are highly ranked sites out there charging for it, and that puts off newbies.

    There's always memo's JDatPacker, which is even cross-platform.  It does require Java to be installed, albeit you'd be getting that directly from Oracle.  And you would need Java anyway to use the NAM's Traffic Simulator Configuration Tool (TSCT).  We actually have a prompt in the NAM installer that directs people to java.com if they don't have it, so installing the NAM first (or re-using bits of the NAM's installer script) would solve that.

    The DLL files used by many of wouanagaine's utilities (including PIM-X and SC4Mapper as well as the DatPacker) are actually part of official Microsoft framework packages.  If they were to be linked up with the actual Microsoft downloads, rather than having people Google them or go to the site that tries to make one pay for them, then it would mitigate some of the issues there.  The DLLs are freely distributable under certain situations from what I've read on the Microsoft EULAs, so there may even be a route to include them.

    -Tarkus

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    14 hours ago, catty-cb said:

    I don't mean to be rude or anything  but am genuinely curious as to why you aren't backing up your computer especially after the first time it crashed.

    -catty

     

    one time i tried saving my plugins folder on the win7 to a thumb drive, and after two days it was what caused the crash. meaning i came back the next day and it was halfway transferred, and the next day it was black and i had to take it to my computer guy and he said it was overload. this was the computer that would take 24 hours to start the game. 

    my xp i never connected to the internet. i would transfer things to a laptop and then thumb over. i never really thought about it crashing until ten years later when it did. 

    my other win7 was supposedly backed up, this was a large architecture computer, but it turns out the only way to redownload the files is back to the original computer, which to me makes no sense, and defeats the whole purpose of online backup but when in rome. this was the computer i had all the 3dsbat, etc. on, along with numerous CAD, etc. and 3d software, printing, etc. on. It was a big disappointment. 

    right now im loading things onto a laptop and figuring out what exactly i want to do with an extra Dell XP i got. I know I've gotta get a video card and more RAM for it, but I'm hoping I can work with my new computer guy to build something that will work nicely for SC4. 

    I don't know anything about computers, I just like SC4. 

     

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    17 hours ago, T Wrecks said:

    Yes, updates are always a good strategy. Yet the mere necessity to keep updates (or, at the very least, the extreme utility of doing so) also serves to highlight how much MODPACCs could contribute to a more downloader-friendly way of adding custom content.

    While we're at it, I doubt that any convenient package management solution is around the corner, so I wouldn't place any bets on that (and believe me, I'd be the happiest Simtropolitan if I were to be proven wrong!).

    Therefore, we might IMHO as well start with the low-tech approach by adding MODPACCs to the STEX the usual way.

    For the first candidate, the catch-allbugfix package, the biggest issue IMO is the I-HT fix. I guess we cannot simply distribute a modified simcity_1.dat or EA lawyers will close us down. Besides, the traffic would be insane. Is anyone capable of writing an installer that would make the required changes (and, preferably, create an automatic backup of the original file)?

    If not, would adding simple override files be more useful or more harmful?

    I really think we should get something started and slowly establish those packs as a widely used and accepted option that is popular with downloaders. This might make it easier to get buy-in from content creators, facilitating the process further down the road when it comes to making multi-author packs.

    Not only more economical, the 'low-tech' approach isn't requiring site cooperation and advanced coding, making it flexible. Previously, I have an idea to make a dependency hunter, but this is requiring an advanced coder (web dev with Node.js), but there are only a few (especially in our community) dev which are fulfilling that.

    I also have an idea to extend the Controller Compiler tool so other users can use this to include their controller code into 1 dat (you will probably know why I combine all codes into 1 file). But, I need some coder to do so. Due to the nature of the topic of the second paragraph, further reply to second paragraph is recommended in the 2nd post.

    Thanks.

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    15 minutes ago, Chief ZDN said:

    I also have an idea to extend the Controller Compiler tool so other users can use this to include their controller code into 1 dat

    RUL Code must be either included in the NAM itself for general distribution or for personal use,  you can manually add it by adding (new) or amending the existing RUL .txt files.

    You can not load two files in-game with different sets of code, only one file for RUL0 / 1 / 2 will be read by the game. So in practise if you split them such that one type of RUL ends up in more than one file, only the final one that loads will have it's code used. That's why the controller compiler takes many small files and builds a DAT containing 3 files, one for each RUL type. This consolidates all the RUL code into one DAT and in essence allows for exactly what you are proposing.

     

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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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    11 minutes ago, rsc204 said:

    RUL Code must be either included in the NAM itself for general distribution or for personal use,  you can manually add it by adding (new) or amending the existing RUL .txt files.

    You can not load two files in-game with different sets of code, only one file for RUL0 / 1 / 2 will be read by the game. So in practise if you split them such that one type of RUL ends up in more than one file, only the final one that loads will have it's code used. That's why the controller compiler takes many small files and builds a DAT containing 3 files, one for each RUL type. This consolidates all the RUL code into one DAT and in essence allows for exactly what you are proposing.

     

    The NAM controller will be splitted to OpenController.dat (temp name). The mechanism is same, but with some script to configure the module.

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    Just now, Chief ZDN said:

    The NAM controller will be splitted to OpenController.dat (temp name).

    Why?, what difference does simply renaming the file make?

    Quote

    The mechanism is same, but with some script to configure the module.

    I don't understand this either. The compiler already does everything it needs to do to output .txt files with RUL code into a working format. In what way do we need to refine this process? It already has a script and there is no configuration required, it just needs to make three exemplars for each RUL type and place them in a DAT file, which is how it works now.

    Speaking as one of the very few users who actually code and contribute RUL to the NAM, I can't think of anything that needs to be altered.

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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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    Sorry for less info. The summary of OpenController is to use the existing tool (Controller Compiler) to compile all the module (like DKMS module) to 1 file (OpenController.dat). The module may be configured by the user to suit he/she needs. This is to encourage competition in the network modding like SC13 did. I know that you can't overwrite the RUL by adding other DAT, so the "many modules one DAT approach" is used.

    Thanks.

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    7 hours ago, citycowboy said:

    ..... I know I've gotta get a video card and more RAM for it, but I'm hoping I can work with my new computer guy to build something that will work nicely for SC4....

    I assuming you have anti-virus software on the computer you use for connecting to the internet some of them come with on-line backup storage, I use Norton which provides 25 GB of secure PC cloud backup and that's setup to backup anything I consider essential .... its one of the main reasons I keep it even tho on my main computer I now use Linux Mint as well as the online storage I also have a portable drive which is a Seagate Backup Plus 1TB Portable Drive and then a couple of other portable drives which I update every so often.

    Another method which I also used was one of my computer motherboard's died, but the harddrive was only about a year old so I bought an external hard drive enclosure for it and used it as a backup drive.

    The beauty of this site is once you decide what you want to do there will be someone on this site who can talk you thru setting it up.

    -catty

     

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    14 hours ago, Chief ZDN said:

    This is to encourage competition in the network modding like SC13 did.

    The NAM is already held up as an example in the MODPACC proposal, and it was produced through the result of cooperation among transportation network modders over the past 13 1/2 years, not competition between them.  It's a package containing virtually every released RUL-bound transportation item, and by virtue of that, ensures the compatibility and inter-operability of those components to the greatest extent possible.  Competition in this area isn't going to create innovation--it will merely recreate the seaport controller fiasco, and the permission entanglements that have, to date, prevented MODPACC-type packages from being legitimately created for buildings/lots.

    Also, consider the absurdity of wanting to make the SC4 community more like the SC2013 community (which is basically dead, and has been for a couple years now).

    -Tarkus

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    24 minutes ago, Tarkus said:

    The NAM is already held up as an example in the MODPACC proposal, and it was produced through the result of cooperation among transportation network modders over the past 13 1/2 years, not competition between them.  It's a package containing virtually every released RUL-bound transportation item, by virtue of that, ensures the compatibility and inter-operability of those components to the greatest extent possible.  Competition in this area isn't going to create innovation--it would merely recreate the seaport controller fiasco, and the permission entanglements that have, to date, prevented MODPACC-type packages from being legitimately created for buildings/lots.

    Also, consider the absurdity of wanting to make the SC4 community more like the SC2013 community (which is basically dead, and has been for a couple years now).

    -Tarkus

    I'm feeling ideologically relieved and comforted by this comment <3

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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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    On 10/28/2017 at 1:08 PM, Cyclone Boom said:

    I can confirm internal discussions have been progressing, and we hope to have some news in the not too distant future. *;)

    I don't want to rush you, but is there anything to share now?

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    38 minutes ago, Haljackey said:

    I don't want to rush you, but is there anything to share now?

    Nope. Nothing new. There's a lot to be worked out and that takes time. *;)

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    A thought occurred about this.

    Downloading custom content needs to be super easy these days. One 'starter pack' that contains, say the top 100 downloaded and/or rated files would be amazing for any new player.
    (Excluding stuff like the NAM of course which is continuously updated)
     

    I believe that this is the single most important issue facing our community right now; and an active, constructive discussion is a healthy way to keep this topic alive.

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    14 hours ago, Haljackey said:

    One 'starter pack' that contains, say the top 100 downloaded and/or rated files

    That would be on top of an even more basic "fix it" pack. Separate from what's popular, we should push a free bundle of the dozen or so patches and fixes plus written-for-newbie instructions (or maybe an installer?) needed simply to make the game playable.

    We built a good list of absolute essentials... was it earlier in this thread? We patched the CD version to v640, included Maxis buildings as BATs, included a DAT-packer (and its DLLs if needed) and then the I-HT fix, the Opera House etc fixes and SC4Fix.dll. I'd include the Z traffic controller since perfect pathing alleviates much new-player frustration, but that's about where I'd draw the line between essentials we'd push and options we'd recommend.

    After that, a top-100 would be nice to have, and maybe the collection could help raise money to keep Simtropolis afloat.

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    -- Jeff Fisher ><> Vancouver WA
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    I recently picked up SimCity 4 again mainly because of the plugins, and have wondered about this too. When I was first into this game I knew nothing about computers and had no idea about DLC and that mods were actually being made and available. So 14 years later I'm now a web developer and came across this site one day and decided to pull out my game again. 4 months later and I now have a nice collection of about 5GB in mods (on a 1.5GB game, lol). Only have 4GB installed as rest are different canals, farms and etc sets that I want to try in next cities.

    Anyway, my whole point to this was I have often thought about sharing these plugins in some way cause I run across a lot of people asking "which mods are good?", "are there starter packs?", "I can't find this mod any more". I could easily sort these in a way people could grab just what they want, especially if I upload to somewhere like ThePirateBay as well. Then they can pick and choose which files to download. Of coarse can do this with Dropbox or Mega or Onedrive as well.

    I hope they will decide soon I could definitely help out a lot of people and make their searches easier.

    If anyone is interested in anything particular they can not find, contact me. I have come across a lot and am pretty resourceful. I can at least point you in right direction for now or work something out.

     

     

     

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    Is it a naive suggestion to implement a similar feature to that of the Steam Workshop's collections? Rather than providing a spreadsheet of all mods used in a project, or uploading the file folder used, what if project creators could create a collection of Simtropolis files that they used, and there be a "download all" option, which compiles all the collection mods and assets into one .zip folder? That way, content creators are credited and the collection download counts towards their popularity. Again, this might be a naive suggestion, as I don't completely understand the agreement between Simtropolis and content creators and the politics involved in this method of mass downloading.

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    14 minutes ago, vintagamer said:

    Is it a naive suggestion to implement a similar feature to that of the Steam Workshop's collections? Rather than providing a spreadsheet of all mods used in a project, or uploading the file folder used, what if project creators could create a collection of Simtropolis files that they used, and there be a "download all" option, which compiles all the collection mods and assets into one .zip folder? That way, content creators are credited and the collection download counts towards their popularity. Again, this might be a naive suggestion, as I don't completely understand the agreement between Simtropolis and content creators and the politics involved in this method of mass downloading.

    As it has been said before on this very thread, it is close to the optimal solution for the problem, but needs some extra tech that the site administrators aren't in position to deliver right now. For that to happen, a lot of software development would be needed, to make a dependency tracker, an auto installer and most surely a procedure to order and standarise the current contents of the STEX. It's not impossible but requires more time and know-how that what's currently available.

    • Like 1
    • Yes 2

    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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    OK, this is good news for you. Introducing the dedicated Modpacks article. You don't need high-techs to apply modpacks system. Currently, it's small but I'll be expand it more, such as 10 mods or even more. If you have suggestions or critics, just comment they on the comment section of the article or in the background topic.

    Thanks.

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