Jump to content

7 posts in this topic Last Reply

Highlighted Posts

Hi everybody.

i hope i'm right here, but it seems to be the best place to upload and post my stuff about Copter and Streets. Erm yes, these games are a matter of choice, some love it like me and ++Weeds++ some other totally hate them for whatever reason (many).

yes they are clumsy, yes the graphics look even obsolate for 96/97, look, there are obvious reasons why this had to be, we create "scenarios" from SC2K cities, this limits the possibility of graphical cool stuff a lot. in a sort of way it's like for "Pioneer Space Sim" which i co-developed for a time (i was mainly responsible for modelling until i was pushed out).
 if i show it off to my young friends they also feel the graphics sucks, but a open world and procedural generation limits the possibilities much.

similar it's for these two games, because everything is based on the interchangeable city files it limits other things, it's not a specialised racing game (e.g. NFS or Sports Car from the same time period), neither it's a specialised Helicopter simulation.

that the game is buggy is to me very good to understand, and in fact run under proper conditions it isn't as buggy as many claim.


however i have a lot of fun playing both games, i really like them including their sympathic backdraws and bugs. nah, certainly it's not good for a young dude who is used to play hi-res racing games on his PS4 or PC. But surprisingly we have young fellows who get interested and like those games, for what reason ever, so called retro gamers (i can't call myself a retro gamer, i just never played something else as what i love to play, no matter if it's aged 40 years).


In advance to everything else my hints to run those "buggy" games flawless in a recent Windows or OSX release (to show you that they aren't as buggy for real).

WINDOWS (any other as Win95 and DX1 to DX6)

Use Simply "DXWnd"


This utility was intentionally ment to run fullscreen applications windowed even if they won't otherwise. but it can be used with very good results to run old Windows games on recent Windows releases. Some examples:

SimCity2000, SimCopter, Streets of SimCity, TWPGA2000..... and and and, almost everything.

It allows you two vital things for Streets and Copter,  to emulate the proper DX version for the games and to limit the framerate to 30fps that the games will run without any error message (mostly). It offers you another cool feature, you can enhance the display with a very good bilinear filter which makes the game appearing like it would have a higher resolution as 640x480. no it's not simply blurred, it's really a cool filter. another possibility is that you can size the window to any aspect if you like that, now for Copter that's a quite nice feature, strech it just a little bit in horizontal, not to full 16:10 something inbetween 16:10 and 4:3 until the armatures will show exact circles. the limiting of the framerate is not only vital to avoid the error messages, it's vital for the physics of these games. Streets is very choosy about that and any other as 30fps or a little less will lead to wrong physics, the steady bumbing or jumping cars some mention and which kept me from playing it for a long time. it's impossible to play it in this way apart from the steady appearing error message (which can have other reasons for Streets, but later more about this issue).

Recently i have no new Clips to show off a running Streets, but you can find some older (2014) on my YT channel.


looks familiar? (i found once this image on a site about Streets, but it's my clip, no i don't mind... erm yes i would have liked if he would have referred to me)


Very unlike others stated, if you run Streets 3DFX mode it's really not bad for it's age, the proper emulated 3DFX will also help you to run it stable (you won't need DXWnd then). I use "DGVoodoo" to emulate it and it's imho the best 3DFX emulator, it doesn't uses OpenGL and uses hardware rendering thus it offers the best possible performance for such an emulation.


(for the recent Win7, Win10, DX11 release)

unfortunately no clips from 3DFX Streets, because DGVoodoo outlasted already my Win7 x64 back then and not to tell about my old WinXP i have to run recently (because of a broken down machine). recently i even can't make good clips from a lo-res software rendered Streets or Copter.

to run Streets in 3DFX mode you need to patch the original release, since this patch is a 16bit installer it has become totally obsolate. Because of that i feel free to link here ++Weeds++ prepatched exe. (ok the game is anyway abandonware now)




To run any win application on a mac there is one good solution and this is "Wine". Wine does really a good job and both Copter and Streets run flawless when you set for them "Win95" as operating system (it runs in fact even better as on windows with the help of DXWnd).

the display isn't as cool as with the help of DXWnd, wine does some filtering but it's more bleeding out and blurred as the filtering of DXWnd.

a cool thing for both Wine and DXWnd, no stress with the 8bit depth (256 color mode) of the games.

another hint for MAC users, to run SC2000 in Wine you have to set the OS to NT 3.15, only this will display the game in halfways good mode with working buttons, but the windows layout will be garbled. however it's playable and runs fine. WinSCURK unfortunately refuses to run proper whatever i tried (you can't select the buildings).

if you have a extremely fast Mac you can try if you can get it to run in 3DFX mode, on my old Macbook i can't, wine breaks down if i use DGVoodoo and if i use the by Wine mentioned "3DFX Wrapper" (an OpenGL renderer) the framerate sucks completely even if you choose the lowest possible shading option, "3DFX Wrapper" didn't even runs good in windows, it can be used for a "Aha, such would have looked the game" but you can't use it for real to play a 3DFX accelerated game.


3DFX part 2

you can use for windows releases from 3DFX labs itself, they are quite good hardware renderers but offer no setup, thus you can't tell "use the games internal framerate" (important to avoid the error message) or lower shader options if needed so, neither you can set the proper color mapping for NVIDIA graphic cards (a cool option of DGVoodoo).

further in DGVoodoo you can force mipmapping which will help to gain performance, but it looks bloody bad and i didn't even need that on my old XP, but Streets isn't the only 3DFX game so there will be probably other games where this could be helpful.




this should help you to get the most out of those two old games, i'm really not lying if i say i rarely see those quite common error messages, i feel it runs even better as on a real win95 with the proper support of either Wine, DXWnd or DGVoodoo.

for now i have to close, it's early in the morning, i will post far more tomorrow (my whole repo) or in two weeks, unfortunately i have no web at home and need to visit my old mother to use her macbook to communicate.



ok a last thing i can link here, before i close my eyes (nah not forever - not yet)

Streets has a "Racing Scenario Editor" hmmm.... "Racing" but it stores and loads the scenarios under "MOVIES". I found that's a shit and a altered the scenario editor to store them in "RACE".

besides this editor only offers a percentage of what would be possible, i never quite understood why EA (or Maxis in this case) handed out only "crippled" editors with disabled functions (in case for the TWPGA course editor i unleashed some features, but why to hell was they blocked anyway? do they thought we are to stupid or what? or did they feared a user could make a better scenario as a dev?).


here's the altered "racing scenario editor":


to the scenarios more later, another reason why i post my stuff here is that i hope to find someone a little cleverer as me who can tell me how to interprete or disassemble the scenario files.

dammit, it would be so cool if i only could add some police cars or stupid messages to the scenarios (eg, "you pass now the famous picayune"). i'm about to find out how it works (i started to make smacker clips for my scenarios already, but well i failed - i will see, it attempts to load my intro anim but it can't display it, so something must be wrong with the format of my file) but i'm far from understanding it well. in fact i did altered the AI cars once (as to see in my clip), but i'm not lying if i say i forgot how i did that and my usual notes i make when i do such hacks have vanished, thus i have to start at 0 again.

see, you can have an intro animation and an intro text, none of the race scenarios uses this, but since the file format for all possible scenarios of Streets is the same the same things can be done for any scenario, i.e. position cops, position crooks, place packs, give bonuses, playback file, and so on.

if i had full control over it i could make for any topic new scenarios, not only could - i would like to, personally i guess i'm a quite good game designer, at least i'm crazy enough, to crazy for some i found out in the hard way.

one last word, one dude started MisCopter it seems to be a OSX rewriting of the engine, i contacted the dev once because it looks like he cancelled the developing, unfortunately he didn't answered to my request (damned i would love to make the models for it).

Share this post

Link to post
Share on other sites
  • Original Poster
  • Posted (edited)

    I'm still sitting in front of mom's Macbook.

    Means, i will upload here some SimCopter and Streets cities and/or scenarios.


    SC2K "starter towns"

    I guess everybody here knows the starter towns from SC3K, you can make something similar with SC2K if you have the possibility to run the Amiga SC2K release.

    It's possible to take an unstarted citymap (e.g. if you start rightaway in SCURK and don't use an already started city in edit mode), to zone it, lay tracks and streets and to plce the supplyment. Usually WinSC2K erases all if you start a city (unfortunately). Not to long ago i ran into the issue that i created a city layout for Copter (Streets) and took an unstarted Citymap after i started the city all my work was erased and i was looking for a possibility not to lose all my previous work on this map. I tried some hacks but i didn't succeeded, i was about to gave up when i gave it one last chance "let's load the map to the AmigaSC2K and see what happens". SCURK is unknown to the Amiga release and i thought there will be a chance it didn't recognizes it proper. However after a first fail it loaded the map proper and started my city without to erase all the previous made work - a "starter town". ok one could start a city and edit the map later to avoid my fault, it was just an accident, but still it's cool to have this option now to edit more specialized cities for Copter and Streets.

    The reason why i don't simply place the buildings in SCURK for Copter or Streets is that you will never design it like it would be grown. i was never satisfied with my SCURKed city maps for the games. Usually you have to much preferences and so you will use some Buildings you like often and other less for whatever reason. When a city grows the buildings are placed because of known things like reachable industry or commerce or reachable residentials or supply, you never will reach this manually and a grown city looks much better as any SCURKed.

    To play a city in SC2K you might need a whole day, you start little and from in a certain size you can build fast enough but before you always had to wait to make enough money (yes money is to cheat, but that won't help this much, still the city has to grow and zoning to fast while playing can lead to broken not good working cities).

    But if you make your zoning and supply for a "big" city (my copter cities aren't that big, population isn't important for Copter, landscape and roads make the difference in gameplay), and start this city it turns out fine mostly if you have a little experience where the zones have to be and how large they should be. usually i do this in a very rough way, the goal is "Streets and Copter" thus obviousely i start with a suitable terrain, that's half of the gameplay for these games. since i like winding mountain roads most new terrains are made already with this in mind and i do my line layout (trassierung) right then, i scarve my landscapes out of a massive block, likewise a sculptor, i found out this is the best way to get good looking mountains and line layout for mountain roads which shouldn't just go straight up the mountain, that's not funny for Streets (or Copter). Roads is also the next thing which are planned, every zone is mostly along a main road which winds up and down the mountain(s), that's cool for racing and it streches the time for the rescue vehicles in Copter immense, you can't depend on their help. Zoning is done rough, i just place "solid" 2x2 or 3x3 zones along the road and later while i'm playing i do my refinement, adding some commercials here to reach more pop. adding some res there to reach more commercial growth.

    Churches i disklike completely, so i usually place up to 20 churches already in SCURK before i start to play the city and not a single church will appear in my "precious" (because of rare space in the mountains) residential zones. Churches don't need to be supplyed, imho they are "junk", a waste of space (hmmm.... but i spented a lot of time for the church in FFED3D or Pioneer, recently well i feel it's somewhat offending to have churches with a cross on the roof, not all mankind are christs and apart from that i don't believe in any superior power).


    this is a screenshot from an in "Wine" running WinSC2K you can see the tools strip isn't on top always that's a little annyoing but the game works well. of course i could use the PPC release of SC2K, but i assume "sheep shaver" (shape shifter for OSX) will run less good as shape shifter emulated on a emulated amiga (weird). UAE is a very old and very refined emulator.

    You see my vast amount of churches here, they get destroyed before i use it in Copter or Streets, the water supply is usually placed in a corner somewhere, even this i destroy for copter if i like to have a "dry" city (the pond in the middle will be dried out as well). if the terrain on the borders is high level the generated terrain in Copter will be also on high level and the next pond/lake will be far from the city a shitty situation to fight fires in your city, where to get the needed water and firetrucks can't reach it because you see there is just one station (sometimes i even place them on top of a mountain) and the road has no or not many crossings (take care, Streets will work with a street without any crossing or junction, not so Copter, Copter needs at least one joined street or crossing to work, that is because riots appear only on crossings and if there is no crossing riots wouldn't be possible)


    grown it looks like this (if it would be quasi "starter town" the result would vary a little each time you start it), while like i said there is usually some rezoning needed before they work well. important is "the long and winding road" (the one to your home ;) ), it's a cool track to race on and limits the range of rescue vehicles drastically.

    Industry i usually don't supply with water, they grow nonetheless and i need less pumping stations or water towers (i have one dry city with proper water supply but it has more pumps and towers as other buildings). such a city needs only about 30 years to grow to the "full" size (what you have planned to use for Copter or Streets).

    After i played such a city some SCURKing is needed to reduce communal buildings to the minimum for Copter, removing ponds, exchange some aboned buildings, or place certain large buildings if i like to have, remove connections to neighbours (no more deadends in the map).5afd77e0038f3_Bildschirmfoto2018-05-17um14_38_39.png.aa6ed7a954b5847bb35df5aa25d416f9.png

    the marina i left in the dryed out pond, the "water" in the marina is no water you can use in Copter. having the pond on the lowest possible level will show it in a dark brown dirt (muddy) color in Copter, while high mountains without vegetation will look quite "rocky". the "N" and the arrow pointing to north isn't really needed but it helps me to figure out the best rotation for Copter or Streets. a rotated map will be rotated for these games, you can control in this way facing and shading of the buildings, means i.e. the statue will face to you at a given point if you like that, the cool thing is however you rotate the map in Copter & Streets north is always on top and the buildings face always to south (there is a error between north in SC2K and Copters engine, what is north in SC2K becomes west in Copter or Streets), so you can rotate your city until facing and shading of the buildings pleases you in the final game.

    let's have a look on what this will influence.


    this is more or less the start position for the race and it shows majors house and statue facing to you at start respectively when you pass the goal in the second and further rounds.

    unlike in SC2K ALL buildings will have their frontside facing always to the south (in SC2K the majors house faces different to i.e. the city hall) no matter how you rotate the map, while the map will be displayed rotated, so you decide where north should be.

    for copter it isn't that important where the buildings face to, you fly around and that is quite different in orienting as to drive around, in copter you will see buildings from many different angles. but for streets you might like to have a special orientation, i.e. you don't like to see all buildings in shade always (especially run in 3DFX the shade is almost black, fortunately only one side is shaded). it depends a little on your racing track (road) and if the course is CW or CCW to drive (for this map and a CCW race i will rotate the map by 180° so the majors house is again facing towards me). however that's why i need a north pointing arrow especially if i remove the connections in SCURK which otherwise would show me i.e. "north neighbour", in this way i know in advance how the city will appear in Copter or especially Streets.


    enough bla bla, where are the files?

    with which should i start?

    i start with a complete new city set for SimCopter. 30 hand edited new cities with a new challange for the SimCopter career modus. Of course neither the names or animations will fit to the cities - but who cares? (you could edit SimCopter and simply rename the cities to city0 to city29, if i once catched the proper format for the smacker vids one could even replace the animations with a short flyby or a simple display of the map).

    Imho, it's worth to try out, and i'm a choosy one myself i understand that it's just half of the fun to play a city from someone else, at least i never found one i really like, but mostly because the cities aren't especially designed for copter or streets so this counts as well for my own cities if they aren't designed for this use they are boring to play or in case for streets you can't make a really good race track of them, driving in a checkerboard grid is no real fun.

    the following city set isn't complete yet, or i'm not satisfied with all 30 cities, especially what i took over from my former career cities i dislike somewhat now, mostly the space related stuff with arcos only, but they have a certain hardness needed for the final two or three cities.

    i won't upload the images here but maybe i link to a folder in my picload repo so you could examine the city maps a little. the snapshots will be included anyway in the zip file.


    SimCopter new career cities

    aha, it's a tiny bit to large - ok...


    i hope someone will try it out, they are worth to be played.


    Streets of SimCity scenarios & cities

    that's really a WIP, i'm still figuring out how the scenarios are structed to add more as you can add with the very limited scenario editor of Streets. recently only a few already tested and found as good by me race scenarios (i could make others if i would know the function of every tidbit in the scenario file). the time for the race is imho very tight, so i suspect you will have to drive the race a couple of times to learn the course before you can win. but once you know the heavy turns and dangerous sections (you can easy jump off a cliff) you will win. don't mess to long with the AI - you will lose to much time. don't try to follow them, you can't reach them - let them drive, you will spot them on the next best buildings wall. if you drive as fast as the AI you will end up pretty the same ;) take care of the "8" my tracks are often "carrera eights", you drive in opposite direction to the AI sometimes.




    i really hope i can attract some to this, like i said i feel they are worth to be played (games as well as my scenarios) also i would like to get suggestions, play it and comment it then i can make prob. even better ones.

    there is nothing else similar to Copter or Streets imho, it's what i understand of "driving (flying) in your city", to me it's a whole lot of fun. i'm aware both games are fairly old and the graphics are outdated or was already back then, but this didn't lowers the fun i have for just a single bit, a game, a good game is much more as graphics - so says the 3D modeller.

    i'm creating 3D models (spaceships and buildings foremost) but i love my old Intellivision - gameplay makes a game and not graphics, i freak out for procedural generated stuff that might be based on glyphs with no real graphics at all - it's to me still more fun to play as any almost real looking ego-shooter or whatever - gameplay makes the game, graphics get better to fast, but gameplay stays - else no one would play chess or checkers anymore. why are games like SC classic still played, certainly not because of the graphics. why are some games like SC or Frontier long time runners which needed time to be recognized as good or even brillant? certainly not because of outraging graphics - but because of depth in gameplay, which doesn't means a lot of complicated options and settings this lowers only the gameplay, a game has to be played easy but it mustn't be won easy.

    today the interest is only to sell, best you buy every weekend 5 new games, because the games won't last longer (how was my son frustrated of the new stuff, fun doesn't lasts longer as one weekend), but back in the 80's and 90's some liked to be noted in history and these are the long time runners, games which will be played still 40 years later or are still the inspiration for new games and sometimes even unreached (in gameplay). to speed this "waste of code" up and to fill their pockets you can nowadays buy "experience" - what a bullshit!

    that's why i love games like copter or streets, you can be a billionaire but you have to learn the game to compete wirth others (you goddamned sucker you ;) ).

    if i spend $50 for a game i like to get something for it, something which lasts and not only a lot af glossy stuff.


    for now that's all i have to share, i will make more race scenarios (they are already ready but not tested and refined).

    grab out your old simcopter and take the challange to win my career mod (it's not as hard).

    make suggestions

    ask if something isn't clear to you, maybe i can solve it.

    use my hints to run both games stable in Win or OSX, they will be more fun to play without the error messages (especially for streets where you can't save a game).


    Some technical notes

    the final chapter (recently), i just liked to tell that Streets still can produce the error even when it runs otherwise flawless. the reason is the map you will use, i experienced a few things which aren't good for streets and will lead to an error, resp. will be interpreted by the game as one.

    Railroads: simcopter doesn't cares much for the track layout, the trains follow even "impossible" routing, not so for Streets, railroad tracks must be proper connected, certain joining can lead to a malfunction of the train and this is interpreted as error.

    Roads: again for SimCopter no problem all kind of roads are fine, not so for Streets, that means for the roads itself it won't matter, but i.e. if you have a stupid or very tight corner/turn with buildings close and in a worst case even a checkpoint in near, the AI racers will stupidly get locked up on this point, the engine now tries to release them with activating the hopper. if that didn't works after some tries the engine interpretes this as an error and terminates. this can happen under certain circumstances and you will have to refine the course layout.

    "Taldas" can crash sometimes, it has still stupid corners where the AI can be locked up, but mostly the course works fine, i can't change this course so easy cause it's a very tight one. i assume mostly the long straights followed by a needlepin make problems for the AI, they can't break well and if a turn isn't to master at full speed they crash into the next best building (you will as well). like i said as soon as the engine can't free an AI with the hopper it will terminate showing the error message we all hate so much.

    besides contrary to what some stated the AI isn't "stupid" (all AI are stupid), the problem is the way we build a racecourse based on a SC2K city. i assume each tile you mark as course will receive one waypoint. waypoints are important for a racing games AI, they tell the AI where to drive and how fast to drive. stretched waypoint distances mean i can accelerate, if the waypoints are tight together the AI will know "i have to break". but well if you have only one waypoint per tile an AI can't forsee a needlepin i.e. or other extreme things which would need a breaking. thus the Streets AI drives quite stupid because it can't foresee what will be, it would need tighter waypoints before needlepins or ramps to properly break the car. but this can't be generalized, of course one could say "every curve receives three waypoints" but first not every turn is a hard turn, second the AI would have to break before the turn and not in the turn.

    further, imagine now you are the AI and got stuck in a building, the next waypoint will be maybe behind the buildings corner, stupid as you are as an AI you like to get to the next waypoint and continousely bump against the building because you can't reach the waypoint other as in a straight line through the building. if that didn't works the engine tries to free the AI with the hopper, if that disn't succeeds the engine interpretes this as an error.

    but you can respect this behave in your future track design and take care not to have to much such stupid situations where a waypoint is possibly behind a buildings wall seen in a straight line from the previous waypoint (tile). or not to place your checkpoints in exactly such regions, because this will lead for 100% to an error if all AI got stuck - return to the last checkpoint (the one which locked them up) and get locked up again at exactly the same position returns to the checkpoint (after total damage) and get stuck again. this isn't only interpreted as error this is an error of the course design.

    clipping issues (properly: collision detection issues), do some really think it would be better trees an powerline poles would have a collision detection? dammit it's hard enough not to collide with the building, be thankful that you can't collide with trees or powerline poles.
     an example from a old classic racing game (Sports Car GT) and a user designed track. the track (i guess it's "Thruxton") would be quite good, but the course designer had the idea to give the bushes a simple collision detection (full), which means if you drive into a bush it's like you would drive against a wall, though it would be far better to have no collision detection even if that isn't realistic, bushes made of concrete are neither realistic.
    besides "Sports Car" would offer at least a second "soft" collision detection (similar to old NFS) where the bushes will flap down and you will receive only little damage.

    See, each disadvantage of these two games have a good reason, i'm pretty sure if it would had to be made better they would have, but the whole system of using SC2K cities limits all. one can't have both or all, restrictions are needed - still today.

    another few thoughts of mine about graphics. If we compare NFS4 (1998) and Sports Car GT (1998) most will say NFS4 looks much better as Sports Car.
     caused by the obsolate shading system they used for SCGT and especially of not using a "blistering" of the geometry. a typical NFS car is made of the same few polygons as an SCGT car, but the same geometry looks to a common user much better in NFS. NFS "blisters" or blows up the geometry with "abusing" the normals.
    only with the normals for light receiving you can make out of a cube a sphere, visually in fact it's still the same cube and this is to see. technically from my pov using a little more polys and not to cheat with the normals is the better solution, but still today racing cars are very low poly, most is "cheated" with normals and shading. as a modeller i find that not as cool.

    But to play SCGT is far better as NFS4, SCGT is racing with very good physics, NFS is fantasy compared to the SCGT engine. NFS simply drags a car along the road, it's no real acceleration or cornering it's a dragging and similar to Streets the rotation axis (pivot) is in centre of the car which let it look quite unrealsistic. SCGT has real steering geometry, the pivot is on the fron axle, the motor drives actually really the tires in front back or all four. for SCGT i can take a cars specs from the web and use it exactly in this way for the game and it will result in exactly the behave the car has, for NFS this isn't possible.

    Graphics? pah - who cares for graphics (if the physics are proper or in case for streets when it's all just for the fun of it).



    General Pressbutton

      Edited by Gernot66  

    added some thoughts

    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • Posted (edited)

    SimCopter career cities (new career mod)

    Instead to redirect you to a Picload drawer i decided to post all SimCopter previews here, so you can see what you will get with the above linked file. Not to clutter my thread completely i wrap it in a spoiler even if it's no spoiler, but this will keep this post much smaller in size and if you like you can still view the images.

    in advance: none of the recent cities contains a military base resp. a "F-15" tile (for the Apache Heli), it makes them a little easier, but first i will have to figue out which city has as first city in the original career a "F-15" snd second the problem is that if the UFO once appeared in the career will stay to the end. But the last few cities are hard enough to play that you will be happy that no UFO will burn down the whole city.

    If one likes to Have the UFO, just place a "F-15" in a city of your choice or cheat the apache heli, also this will bring up the UFO.

    Besides (i haven't read that somewhere else) you can shoot down Rioters with the Apache, that's quite rude but it isn't counted as violence, you are allowed to and will be rewarded as usual. I really think that's rude - shooting down some demonstrating ppl, well certain leaders i guess would love to.

    Ah yes - no police vehicle doesn't means you can't catch a crook, just mow him down with your Heli's landingskiers.

    another hint for leechers at this point (that won't be a big problem now, you will find Copter and Streets legally to download, imo best at archive.org). there exists a version of SimCopter in the Web. This CD-ROM Image contains a hacked .exe, a V1.0.1.4 never existed. The game is hacked so the career isn't to win which means the game is unplayable. Riots will appear very early but won't be shown in the Map neither you will be warned, one riot after the other will appear until you lose more points as you can gain. These riots neither can be eneded, whatever you do they will stay (except in fact if you shoot them down with the Apache, nonetheless this won't help you, until you ended one riot three new have started). But well if you like for the fun of it then download V1.0.1.4, just to make yourself sure what a mess it is.

    you can download at archive.org since november last year the release, which still contains the "himbos", even this more for the fun of it if you like to see yourself how that looked back then (laughable from my POV, certainly such isn't a problem). Apart from that it's not of interest to download V1.0.1.0, the fire and smoke graphics was overhauled later (while you could use the or bitmaps for without any problems) and they added a "realistic flight model" (not really but a little more realistic) to the game, which you will have to call up by choice with a commandline parameter. Also the "Tweak Utility" works only from upon V1.0.1.2 to modify the events, helis or the career.

    Instead to make a lot of words, here's the hacked V1.0.1.4 ISO:

    https://www.dropbox.com/s/6o9x24hkcy3l0gl/SimCopter V1.0.1.4.iso.zip

    disclaimer: i'm not responsible for this hack, i downloaded it once because i forgot to carry my CD to my moms house to play it on her Macbook and because i noticed the higher version number which made me curious. personally i'm assuming it was hacked by EA or MAXIS itself(?), i mean who should have interest to spread a unplayable game if not the copyright holder?

    here's V1.0.1.0A on archive.org:


    and V1.0.1.2 (i guess i won't need this i hold the CD) even on archive.org (if you don't hold it already i suggest to download this one):




    the latter seems to be the last official release, so probably V1.0.1.3 (that is the internal version# called up with CTRL+V, since i didn't downloaded them i'm not sure exactly which version they are except for the "A" version where it's clearly stated that it is the unaltered original version, i'm quite grateful for it, i always liked to get this just because)

    if all fails (but it shouldn't) the V1.02 patch (will update to V1.0.1.3)


    this patch to V1.0.1.3 will add the "realistic flight model", new textures for the fire and add the option to run SimCopter in 3DFX demo mode, unfortunately it's only a demo, sort of teaser to show how it would look like, and probably to increase the appetite for Streets. While it doesn't looks as good as Streets, the textures of SimCopter aren't made for 3DFX. strangewisely i have downloaded once a 3DFX texture tile set for SimCopter, but i have no idea how to use it, hints are welcome.



    city0 - SimCity


    This might look familiar to some, the original city is an SimCity Classic city for the Amiga, i loaded the tard to SC2K and added some hills and a broad river (to underscore "SimCity"). The city itself has originally the little misleading name "SimCity4", while ok 1990 or so no one thought of a SC4. It's recently the only city which isn't made by me especially for copter or Streets in this "new career". this city is quite simple to play, notmany obstacles and also it is the very first in the career, not much will happen in this small city, lot's of time for coffee breaks. One could make a little racetrack of this city, but it's not really good for this (it will probably lead to many crashes in Streets it's not tested for Streets). With whatelse like you to start as with a citymap displaying "SimCity".

    city1 - Tropico


    An Island like a billion other islands for SC2K, it's n ot a special city, i took this over from my former "career mod", it's ok for level 1 but not challenging to master this small sized island. Yes the name i blatantly took from another game, but it suits to this city.


    city2 - Cheatdam


    This city is an interesting experiment, the sea level is above the terrain level, it's a brutal hack but i liked to have a situation for Copter (when i made my first career mod) which reflects the situation of a city like Rotterdam or many of the cities in the netherlands (but can't be played well in SC2K as soon as you just change one tile of the coast it's "destroyed" or doesn't looks the same anymore, the ocean is no real water for SC2K but for Copter or Streets this plays no role). You climb up to reach the sea, very uncommon. It's not as good as i expected back then (it was ment as replacement for "Hidden Valley") and that's why i moved the city to level 1. For level 1 it's the hardest choice while "Tropico" will be the easiest choice. The only really mean thing here are the Windpowerplants, usually crooks will hide here and like always only one Police station means only one Police car.


    city3 - Alrich


    "all rich" - but they aren't. It's a mediacre city designed as "common" SC2K city, not a special design, very typical based on a generated and editet landscape. It's ok for level 2 of Copter, not to hard. It can be used for a racetrack in Streets as well, but also it's not yet error proof for Streets.


    city4 - Mt. Lake


    Another older project, yes and no, not very hard (tons of water) even playable as racetrack, a very curved road, to tight imho to be a real good racetrack but well for a level 2 in Copter.


    city5 - Kontburg


    It didn't looks so special but i guess this will be the first a little challenging one, still you have a lot of water to fill your bucket. The mountain and the valley inside can be problematic for the weak "Schweitzer" which you still will own at this point. It depends on where Copter scatters the incidents.


    city6 - Zweiar


    Ar or Aar is allemannic and means river, Zwei is two so this is the city of two rivers. One ofmy earlier special designed cities, It was ment for Copter and Streets. Recently i don't use it for Streets because the road is to tight. (i needed a lot experience until i found the the way how i design them now). nonetheless i had fun playing it in Streets and plays well in Copter. It's not really hard to play at level 3 in the career.


    city7 - Five Islands


    it doesn't looks so special, but i guess this will be a challange, water you will have enough, but unfortunately the rescue vehicles can reach as good as nothing. Means this is the first city where the whole community depend on your skills, you are the sole hero - or even not.


    city8 - Drayriva


    Not very big, but well where's the goddamned water to fill my bucket? Have pun mastering this piece of deserted terrain. It's the first city without water inside the city limits, cross fingers that no fire will start in the city, else you will have a long way to go. Last and hardest choice for level 3.


    city9 - Taldas


    Very close to my former "Mt. Lake", enough water (phew!) thus it's no hard to play city for Copter, mainly i redisigned it for Streets, the Road suits for a fast Race. It's so and so for Copter, mediacre i would say. A sort of resting point from "Drayriva"


    city10 - Canyon (not to mix with "Canyon" from Streets)


    it doesn't looks so great, but typically an not so great looking city can be quite challanging. The difference of height levels will be the treat here, from on this point on you should have a better Heli as a "Schweitzer". (of course you will)


    city11 - Great Falls


    Maybe i will remove in future one of these very similar looking cities, another one with a "great fall" and not the best one i must say. But creating 30 cities for Copter is quite a task, that's wy i recycled many old cities. I will need also players comments to make better ones, if i know players likes or dislikes i can respect this in a future career mod.


    city12 - Craterville


    Early experiment with a Vulcano Island, even or because the city isn't large you will have to fly many times over the craters rim, so it isn't as easy as it looks, a smaller city mustn't be easier as one with 2 mio population, vice versa it is, less buildings means wider scattered events, a high pop city is usually boring in SimCopter.


    city13 - Lentile


    I thought "let's invert the shit" (the vulcano) and the result was this map, it's quite cool to race around in this city and because it's so wide and has little density it's not really easy in Copter. This is one of my first newer concepts for Copter & Streets, it suits for both well because i designed it from on the start only for this use. It's not yet error proof for Streets that's why i didn't publish the Race for it, one after the other in the case for Streets, the cities have to be "Streets proof" for Streets.


    city14 - Bullsaye


    Bullsaye (i know bullseye, but hey it's a SimCity2000 name it doesn't have to be serious) last for level 5 and quite hard already, this is also a recycled older project, nonetheless one i concepted back then for both games, but it's by far not as good as my last ones (i think).


    city15 - Fourlands


    Personally i'm not really satisfied with this city, nonetheless it can be a challange for SimCopter, community buildings are all on the central island so no rescue vehicle can reach one of the four cities. Looks shit but isn't as bad to play. it could easy be that this city is the hardest for level 6.


    city16 - Teufelshorn



    No fear you won't end up in hell ;) obviousely the forking river spendet the name. it was ment for Streets but it's not good for it but good for SimCopter.


    city17 - St. Beinhard



    It's not as hard for Copter as the name inducts (hard as a bone), but hard for Streets and this was my intention. so and so for Copter, which makes the last of level 6 to the easiest of level 6. I started this city with something similar in mind as "Got-Hard" but it turned out quite different and it's by far not as hard as "Got-Hard" for Copter. Of course "a long and winding road" - but still untested for Streets.


    city18 - Rollertoaster



    Fasten your seatbelts, now it goes up and down in waves. I like this City to drive in thus this is available, it's a good one for Streets and also good for SimCopter. Most everything is along a long strip of road, very cool to race in. Last for level 8 and imo hardest for level 8.


    city19 - Gothard


    Previously named "Got-Hard", now simply Gothard, i ment both with it our swiss mountain pass Gotthard and that it "got hard" to play this city for both Copter and Streets. For Streets it's somewhat to hard and that's why i modded back then the race-scenario to use the slow "Street Rat" (as you see in my clip i posted). It has the right hardness for SimCopter - now the real fun starts. You see the density here is very low, but streets and towns in every corner means many climbings on the large mountain. Less can be far more for SimCopter.

    Level 9 and we got harder.


    city20 - Mars One


    erm - caugh, my first "outaspace" city "Mars One", previousely it was one of the last cities, but because it still has water i decided to push it more to the middle of the career. recently i would like to remove them they are quite hard but shitty to look at i feel. Comment these cities because i'm notsure if they are good or not, they are like i said quite hard but i got a little bored of them. Mostly that is because you can see this now well SCURKed cities are boring compared to grown cities.


    city21 - Drystring (Strington)


    First concept which has only a single road, such "single" that it first refused to load to SimCopter and i had to add at least one road forking. At this point a little cheat i discovered with my dry cities (ok "Strington" which is the original design of this city for Streets has still a lake in the centre). If your cities industry requests a port simply open it in SCURK and place one or some Port buildings somewhere in your industrial zones (i.e.), the request will be fulfilled and industry will grow. This let's also the "not enough connections" note vanish. Funny is now, since this forking is right by the majors house riots will only happen in front of the majors house in Copter (and near the city hall) this seems to me quite "realistic", that is (like i stated already) because riots in Copter only happen near to forkings or crossings and that's also the reason why copter refuses to load a city without at least one forking. have fun searching for a bucketfull of water here.


    city22 - Boothill


    Do you folks know "Boothill" (in german "Der Hügel der blutigen Stiefel")? It's a fine anti-war movie (better "anti-authority due to status") and if you don't know it you should watch it - if you can stand b&w movies. It's a classic and imho a must see (unlike most of todays movies, they have never the depth which a Boothill has, not to talk about the actors which are real actors and no polyethylene puppets) Well it has not much action and no special effects and i guess that's why most will dislike it. To the city; i chose this name well because it's a boothill and boots you to the final levels. Last for level 10 and hard the same as "Drystring", while you have a little chance to find water near the corners of the map.


    city23 - Himalaya


    Unlike one could guess the name has not much relation to the mountain "Himalaya". We say "Himalaya" to a sort of old rollercoaster-carousel type, which goes fast around a pole and steady up and down. Steady up and down was the idea for Streets, to dry out the Pond required for Copter. It's one of my best racing tracks i've made so far and it's a challenge for Copter pilots. Best chances to find water are near the corner where the NPP's are. first for level 11 and we can get even harder.


    city24 - Lawaho


    Lawaho - last water hole (dryed out - dammit), but you got some chances to find a bucket full on two corners. Also this city is great for a racetrack (in fact it's likewise Himalaya and Strington all positioned along a long winding road).


    city25 - Dreckloch


    The "dirt hole" it's by the idea close to "Lentile" only better and harder because water is as rare here as on the sun. Aso cool to race on, but not yet refined for Streets. Last city of level11.


    city26 - Bedrock


    No you won't find Fred Flinstone here neither you will find any water within the city limits, it has low borders so the water won't be so far away as for some previous cities. the density isn't really high, but already high for my Copter & Streets projects. Since we reach now the hardest two levels Population can have more influence on the hardness of this city. But overall it's still the large mountain and the lack of water which makes most problems.


    city27 - Dryton


    No you never will now find any water within the city limits, it's a great racing track but has to be made proof first. For Copter it's a hard to maintain one and it's the last of level12 and also the last on a earthly plane... erm sorry on the earthly sphere i ment.


    city28 - Space Colony


    What will happen with a "Launch Arco"? Obviousely they will build a colony somewhere in space. I'm not a big fan of arcos for Copter or Streets, for SC2K they are a unique thing to reach, but imho they don't fit to rusty old helis and 50's to 70's cars (or the tudor & founder style of Streets buildings). however to have a city only with arcos is something different, it boosts the hardness and to have no water within the city limits will cost you some nerves. First for the final level.


    city29 - Olympus Mons


    it's not a 22km high rock like "Olympus Mons" and i see now the picture didn't reflects truely the recent version, i lowered the communal buildings to one each. I know this and the previous one don't look like they would be a treat, but don't judge by the eye, judge after you played them, they are hard.

    Phew, we made it, we reached the final city and fairly will receive our promotion to a "Space-Pilot" graduated by the "Pioneer Space Sim Pilots Guild" (which is mostly little me).



    erm yes if my cities have a railroad it will be usually hard to rescue ppl from, lot's of turns and the mean thing they often go straight upwards which makes it very difficult to follow a train. cities which planned for Streets will have a railroad which crosses the road as often as it was possible to find a track.



    "Olympus Mons" preview clip



    to make life easier for you the link to the career mod a second time:


      Edited by Gernot66  

    added a link, added clip

    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • It's almost a month ago and i have created a lot of new content for this games.

    In advance i stated that i didn't know what the "glide" folder is for - stupid me without the 3df texture tiles the 3dfx demo won't work, it seems i never noticed this because it stayed in my installations folder.

    Further i stated i can't make clipsof the 3dfx accelerated gameplay on my rotten old machine - i could nonetheless and squeezed out the last bit of performance out of my machine for this task.

    So here are some clips i made, SimCopter was easy to capture it runs very fast even in 3dfx demo mode, Streets gave me a bit problems to keepa good framerate while i captured it.

    that looks really not so bad for this game and it's sad it's only a demo mode, but you can get some fun out of it if you replace "happylnd" with a city of your choice, i suggest to print out th

    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • ...the map (sorry my moms makebook broke down, i bought her a "new" dell notebook).

    Of corse i have another two clips to post, "Streets of SimCity", with the first one i like to honor MAXIS a little, the chosen city is again "SimCity" for the first clip and "Doerflis" for the second. Both are hand edited race scenarios, no big throw, i just added a couple of events, in the "SimCity" scenario i used them to warn the player of unexpected turns, it can be annoying since the message stays quite a long time on the screen, i liked to influence this but it looks i have to live with the set time a message will stay on screen, the beep is what will warn you when it's time to be cautious. For the second scenario (which was in fact my first try in this direction) i created a special city named "Doerflis", many small towns, the borders of the towns are the events, thus everytime you pass the border of a town you will be warned or informed, actually warned "Willkommen in Seedoerfli, speed limit 55" the speed limit has no influence it's just a copy of a existing scenarios content and i had the idea to add cops, which didn't worked out yet. Experments in this direction are in the "SimCity" scenario, here i added a gangster car which will pursue you.

    Race scenario "SimCity"

    Race scenario "Doerflis"


    Anyones got a cable to some of the devs from the past? i really would like to know how to create better scenarios, it's hard if you have to find out what a certain byte/word means by try and error. It's not hard to understand how the shit works overall, but certain things are a riddle to me. If not it's not that sad, i can investigate further but i won't have the key to all possibilities. Especially if i change a byte and can't see any effect in the running game, then i have no idea for what it could stand ("can't see" doesn't means it has no influence).


    I'm aware that it's not the hottest racing game one can imagine but i have fun playing them, more as with the original race scenarios because for those you will never have to break or to think. Mine are tight but not to tight, you can't always push the pedal down and will enjoy it if you occasionally can.


    Traffic and such things i really like to add, likewise the gangster car i added you can have other cars driving around in your city, unfortunately all in the standard skins. They are independant of the customizable skins i expect either part of tiles.bmp or the other raw bitmaps (i expect they are in raw format, resp. a sort of repository, however i didn't managed it so far to open one proper).

    all this would infact exceed the original capabilities of a win95 generation machine even with a Voodoo gfx card, but i don't have to respect that since we run this on modern machines and have that much power left that we have to slow down the machine not to confuse poor "Streets".

    Recently i start to run them on the Dell notebook with a Win10, as soon as i have more experience how to run it ideal on a Win10 machine i will post this here. It looks (but i can't tell exactly) by using of the latest release of dgVoodoo i didn't even need DXWnd, that would be fine because it makes it easier as to run it with the help of two helper applications resp. a helper and an emulator. The x64 release of dgVoodoo is "magic", nah ok not magic but it's even better as what i knew from four years ago and runs well on the cute Dell which hasn't extreme graphic power.

    I have to learn first all the new options and settings for both proggys, dgVoodoo and DXWnd.

    If you can't get no use of "Streets" or "Copter" then at least it will show you how to use dgVoodoo for a Voodoo gfx card emulation and how to use DXwnd to run old games stable on recent machines.

    besides DXwnd has a ready profile for SimCity 3000 (and many other games, but this is SimCity related), perhaps it can also be used to run SC4 more stable, also this i will figure out as soon as i have a own "new" machine (it won't be new, but overhauled and with a win10 aboard). True many things you can configure in the same way using the compatibility manager, but with dxwnd you have everything bundled in one program plus many things the manager can't offer you. Also dxwnd is documented and has a board where you can post questions or profiles to share.

    Let's say the compatibility manager is good to run an old office, but dxwnd is for gaming.

    Share this post

    Link to post
    Share on other sites

    This is so cool. I miss these old games, I'm glad to see people are still playing and making new content for them! I still dream of having a modern city builder where we can drive and fly around the cities we build.

    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • I guess we will have to wait a long time for such.

    It worked that well for SC2000 because they planned the .sc2 format from on begin to use for different purposes. the idea to do something with the saved cities stood with the release of SC2000. I don't expect that recent games will respect such and the savegame can't be used for any else as the game which saved it. It's started to get to complex i guess, sc2 is "simple". This simplicity allows certain things like to plan in a easy way a track or mark positions or areas in the scenario(s) (the map is only 128x128 pixels plus height values).

    Certainly i would love to see such to, but i really guess today a city sim is to far apart from driving or flying in a 3d city. Who knows, but as long as just a few weirdos asking for such i guess it really won't happen.

    One  big problem is that you can't determine a "AI path" or waypoints , i expect it's solved by assingning one waypoint per tile, you can see this well by how stupid the AI stucks in corners and likes to get to the next waypoint straight through the building which won't work. it could be generated i guess, i will know what angle the curve has and can place automatically more waypoints in advance to a curve. however i guess it will be still very rough and never reach what could be made if it's a designed racetrack or cityscenario.

    But of course i missed it, when SC4 was new and "Rush Hour" wasn't yet published they advertised it with: "fly and drive missions in your city" and stupid me i expected something like in Copter or Streets. In any case it needs to be a standalone game which can make use of the saved cities (if they can be abused for such at all).

    Any kit is a kit, it limits the possibilities and SC2000 is a city building kit, Copter a coptersim kit and Streets a drivingsim kit, similar any new game would have limitations, likewise you would build with LEGO using only a standard set of bricks.

    Share this post

    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    • Similar Content

      • By matvei
        is it possible in the game SimCity 4 to do so I copied the town and put another cell in this region?
      • By Kanne
        This is my first self made map.
        Hope you enjoy
        Have any questions? ask me
      • By Michael J
        Welcome All!
        I created this topic as a place for folks to share their cities and pictures from their cities of fascinating builds within them. 
        Drop us some details about your creations!  You just might inspire others to sit a little closer to the fire!
        I hope you are enjoying this fun game as much as I am!

        This is Red Devil, named after my Goldwing touring motorcycle that takes me all across this great land of ours.  The city is doing well presently, and should remain so for a number of years.  I tend to build the same style of city (dense in the center with some Light Residential surrounding it.)  I know the Sims love their trains, so I give them some (which they, in short order, abuse and congest to my consternation!)  I build no hospitals or schools which keeps the Great Depression in a galaxy far, far away.  The subway system is simple, with many connections to neighbors.  This, along with Zoos, keep the commercial cap at bay for a long time.  I usually stick in a nice Freeway system around the 100 year mark.  Kinda fun to bulldoze those nice estates, filled with folks eating caviar.  :-)  Yes, of course, I use the cheats!  It's about the only thing in life I DO cheat at!  If I wanted to "work" for something good, I'd be working!  :-)  I do keep an eye on things as the time goes on.  Lots of clean up in the Industrial zones.  I have my favorites there and it makes me happy to see them come about.  After some game play, and the RCI bars busting at the top, I get choosy what I want to see in my cities.  Only a few skyscrapers that don't appeal to me, so, when they come up, I bulldoze them down.

        I've babbled for long enough.....Here is Red Devil...Enjoy! 
        Red Devil.sc3
      • By Roflpain
        I am new to cities skylines, I do have the game for quiet a while but now I have a pc that can play it  .
        I am looking for a map download with already builded cities. And I prefer in the green cities theme.
        Can someone help me. Also a few good mods are also welcome. Don't know what to look for or what a "good" mod is.
        Thx in advance. 
        Regards, DVR
      • By hehehemann
        Coming soon is my first map creation...
        Farrisco's Isle
        Video Preview #1
    • Recently Browsing   0 members

      No registered users viewing this page.


    Thank You for the Continued Support!

    Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Echange.
    Make a donation and get one or all three discs today!


    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections