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    My tests about SC4 running with wrapper:

    My laptop's SPEC: Windows 10 and Optimus laptop (No Mux output)

                                     Intel(R) HD Graphics 630 (Integrated Graphic Card) 

                                     NVIDIA GeForce GTX 1050ti Driver: 456.55 ID:10DE 1C8D 8217103C (Dedicated Graphic Card)

     

    Graphics Rules Custom Config:

    Graphics-Rules_sgr.jpg.61e21bc96abfd95d95d89e4e41178f35.jpgVideo-Cards_sgr.jpg.62701698e8cd580190617edeb53b2cb4.jpg

    1. Without any wrapper, SC4 runs with Integrated card (Intel 630), Screen flickering or frames droping when draging and zoom in/out. and becomes to more worse when population up to about 1000000.
    2. With dgvoodoo's full screen mode, SC4 runs with dedicated card (GTX 1050ti), But some textures abnormal or flickering, Such as water:20201003132418.jpg.3d983b5cda7fa801f63229f6b8187c25.jpg
    3. With dgvoodoo's window mode, SC4 runs with dedicated card (GTX 1050ti), Issues get better, but still a bit delay when dragging screen.20201003132554.jpg.53a47db913dac932d9d8c854d34f78fe.jpg20201003131954.jpg.4d1dd21a228b4e3bccce77b7160d13d0.jpg
      Spoiler

      Log generated on 10/3/2020, 13:16

      Flags
      -----
      hardwareDriver = true
      DXT = true
      fullscreen = false
      MMX = true
      FPU = true
      backingStore = true
      forcedFSAA = false

      Strings
      -------
      userName = Raymond
      appName = SimCity 4
      version = 1.1.641.0
      osVersion = Windows NT 6.2
      computerName = HP-RAYMOND
      CPU = GenuineIntel
      sglDriverName = DirectX
      sglDriverVersion = 2.0
      driverName = dgVoodoo
      driverVersion = 17479.2.7.0, GUID: D7B71E3E-5105-11CF-E877-FE140EC2CD35
      cardName = dgVoodoo DirectX Wrapper
      cardVersion = Vendor: 0000, Device: 0000, Board: 0000, Chipset: 0000
      cardIdentity = dgvoodoo, DirectX Wrapper
      soundDriverName = 
      soundCardName = Audio SOund
      buildType = Release

      Numbers
      -------
      cpuSpeed = 2496
      memory = 4096
      freeMemory = 4096
      screenWidth = 1920
      screenHeight = 1080
      screenBPP = 32
      videoMemory = 2048
      textureMemory = 2048
      textureStages = 8
      bogoFPS = 0
      bogoMPPS = 0

      Rules
      -----
      applying Sound
      applying high sound detail
      applying City Detail and Day/Night Settings
      applying low computer power>
      applying high computer power
        option 9 = 3
        option 13 = 1
        option 15 = 3
      applying Texture Quality and Building Variety Settings
      applying low memory>
      applying high memory
        option 3 = 3
        option 14 = 3
      applying Variable Speed Automata
      applying default
        option 10 = 1
      applying Standard hardware
        option 0 = 1
        option 1 = 1
        option 2 = 1
        option 4 = 0
        option 5 = 1
        option 8 = 1
        option 7 = 1
        option 6 = 1
        option 11 = 0
        option 12 = 0
      applying Standard hardware>
        option 1 = 2
      applying Standard hardware>>
        option 0 = 2
      applying Standard hardware>>>
        option 2 = 2
      applying Standard hardware>>>>
        option 4 = 1
      applying Standard hardware>>>>>
        option 11 = 1
      applying Two stages
      applying Lotsa vidmem
      applying Not Slow GeForce
      applying Fast card
      applying Fast card>
        option 12 = 1
      applying Fast card>>
        option 1 = 3
      applying Fast card>>>
        option 0 = 3
      applying Fast card>>>>
        option 2 = 3
      applying Fast card>>>>>
        option 4 = 1

      Options
      -------
      Visual Effects       current:   2 recommended:   3
      Cars/Sims            current:   1 recommended:   3
      Shadows              current:   1 recommended:   3
      Atmospheric effects  current:   1 recommended:   1
      Water effects        current:   0 recommended:   1
      Software/Hardware    current:   1 recommended:   1
      Cursor               current:   0 recommended:   1
      VariableSpeedAutomata current:   1 recommended:   1
      Translucent UI       current:   1 recommended:   1
      Graphic Detail       current:   3 recommended:   3
      Building Load Speed  current:   3 recommended:   3
      Texture Quality      current:   3 recommended:   3

      Properties
      -------
      forcesoftwaredriver = false
      renderdynamicview = true
      renderstaticview = true
      renderwatereffects = true
      rendercloudsandfog = true
      forcepointsampling = false
      forcebilinear = false
      forcenoalphablend = false
      forcenoalphatest = false
      rendershadows = true
      renderdecals = true
      usesecondstage = true
      forcedebugtexture = false
      renderparticleeffects = true
      renderflorashadows = true
      renderterrain = true
      showupdateregions = false
      usecursoreffects = true
      drawlottextures = true
      drawlotfoundations = true
      drawlotwalls = true
      forcetexturerepeat = false
      usescreenshake = true
      renderui = true
      useupdaterectclipping = true
      usevertexbuffers = true
      showboundingboxes = false
      useoverlayculling = true
      rendersnapshot = false
      noaddsigned = false
      nopartialbackingstorecopies = false
      usescreenflash = true
      renderautomata = true
      preferopaque = false
      displayalertborders = true
      drawlotopaquetextures = true
      useviewcleanup = false
      doautozoomandrotationchanges = true

      viewoffsety = 0
      viewoffsetx = 0
      texturebits = 32
      lodoffset = 0
      shadowdebug = 0
      maxparticlestarget = 10000
      particlelodoffset = 0
      effectprioritylevel = 5
      backingstoremaxzoomall = 5
      backingstoremaxzoombuildingsprops = 5
      backingstoremaxzoomterrain = 5
      backingstoremaxzoomflora = 5
      shadowquality = 2
      minvehiclezoom = 3
      minpedzoom = 4
      cursortype = 1
      depthoffset = 2
      debugtexture = 0
      dirtyrectmergeframes = 2
      sounddetail = 2
      buildingvariety = 2
      buildingloaderspeed = 1
      modellodoffset = 0
      stringtexturecachesize = 1024

      particleeffectslod = 5
      splattexturescale = 50
      texbindmaxfree = 8
      particledensity = 1
      particledamping = 0
      particlescale = 1
      lightingupdatedelta = 0.0001
      shadowmodelthreshold = 12
      demolishmodelthreshold = 12
      rendermodelthreshold = 6
      rendermodelthresholdscroll = 40
      particlesizethreshold = 300
      maxvehiclepct = 1
      maxpedpct = 1
      opaqueuialphavalue = 0.55

      dgvoodoo config dgvoodoowindowmode.zip

    4. With dxwrapper and set Dd7to9 = 0, D3d8to9 = 1, SC4 runs with Integrated card(Intel 630) and still has a bit flickering when draging

      Spoiler

      Log generated on 10/3/2020, 13:12

      Flags
      -----
      hardwareDriver = true
      DXT = true
      fullscreen = true
      MMX = true
      FPU = true
      backingStore = true
      forcedFSAA = false

      Strings
      -------
      userName = Raymond
      appName = SimCity 4
      version = 1.1.641.0
      osVersion = Windows NT 6.2
      computerName = HP-RAYMOND
      CPU = GenuineIntel
      sglDriverName = DirectX
      sglDriverVersion = 2.0
      driverName = igdumdim32.dll
      driverVersion = 0.0.0.0, GUID: D7B78E66-1A5B-11CF-8C73-17A2ABC2CD35
      cardName = Intel(R) HD Graphics 630
      cardVersion = Vendor: 8086, Device: 591b, Board: 8217103c, Chipset: 0004
      cardIdentity = Intel(R) HD Graphics 630
      soundDriverName = 
      soundCardName = Audio SOund
      buildType = Release

      Numbers
      -------
      cpuSpeed = 2495
      memory = 4096
      freeMemory = 4096
      screenWidth = 1920
      screenHeight = 1080
      screenBPP = 32
      videoMemory = 128
      textureMemory = 128
      textureStages = 4
      bogoFPS = 0
      bogoMPPS = 0

      Rules
      -----
      applying Sound
      applying high sound detail
      applying City Detail and Day/Night Settings
      applying low computer power>
      applying high computer power
        option 9 = 3
        option 13 = 1
        option 15 = 3
      applying Texture Quality and Building Variety Settings
      applying low memory>
      applying high memory
        option 3 = 3
        option 14 = 3
      applying Variable Speed Automata
      applying default
        option 10 = 1
      applying Standard hardware
        option 0 = 1
        option 1 = 1
        option 2 = 1
        option 4 = 0
        option 5 = 1
        option 8 = 1
        option 7 = 1
        option 6 = 1
        option 11 = 0
        option 12 = 0
      applying Standard hardware>
        option 1 = 2
      applying Standard hardware>>
        option 0 = 2
      applying Standard hardware>>>
        option 2 = 2
      applying Standard hardware>>>>
        option 4 = 1
      applying Standard hardware>>>>>
        option 11 = 1
      applying Two stages
      applying Lotsa vidmem
      applying Poor color cursor
        option 7 = 0
      applying Not Slow GeForce

      Options
      -------
      Visual Effects       current:   2 recommended:   2
      Cars/Sims            current:   1 recommended:   2
      Shadows              current:   1 recommended:   2
      Atmospheric effects  current:   1 recommended:   1
      Water effects        current:   0 recommended:   1
      Software/Hardware    current:   1 recommended:   1
      Cursor               current:   0 recommended:   0
      VariableSpeedAutomata current:   1 recommended:   1
      Translucent UI       current:   1 recommended:   1
      Graphic Detail       current:   3 recommended:   3
      Building Load Speed  current:   3 recommended:   3
      Texture Quality      current:   3 recommended:   3

      Properties
      -------
      forcesoftwaredriver = false
      renderdynamicview = true
      renderstaticview = true
      renderwatereffects = true
      rendercloudsandfog = true
      forcepointsampling = false
      forcebilinear = false
      forcenoalphablend = false
      forcenoalphatest = false
      rendershadows = true
      renderdecals = true
      usesecondstage = true
      forcedebugtexture = false
      renderparticleeffects = true
      renderflorashadows = true
      renderterrain = true
      showupdateregions = false
      usecursoreffects = true
      drawlottextures = true
      drawlotfoundations = true
      drawlotwalls = true
      forcetexturerepeat = false
      usescreenshake = true
      renderui = true
      useupdaterectclipping = true
      usevertexbuffers = true
      showboundingboxes = false
      useoverlayculling = true
      rendersnapshot = false
      noaddsigned = false
      nopartialbackingstorecopies = false
      usescreenflash = true
      renderautomata = true
      preferopaque = false
      displayalertborders = true
      drawlotopaquetextures = true
      useviewcleanup = false
      doautozoomandrotationchanges = true

      viewoffsety = 0
      viewoffsetx = 0
      texturebits = 32
      lodoffset = 0
      shadowdebug = 0
      maxparticlestarget = 10000
      particlelodoffset = 0
      effectprioritylevel = 5
      backingstoremaxzoomall = 5
      backingstoremaxzoombuildingsprops = 5
      backingstoremaxzoomterrain = 5
      backingstoremaxzoomflora = 5
      shadowquality = 2
      minvehiclezoom = 3
      minpedzoom = 4
      cursortype = 1
      depthoffset = 2
      debugtexture = 0
      dirtyrectmergeframes = 4
      sounddetail = 2
      buildingvariety = 2
      buildingloaderspeed = 1
      modellodoffset = 0
      stringtexturecachesize = 1024

      particleeffectslod = 5
      splattexturescale = 50
      texbindmaxfree = 8
      particledensity = 1
      particledamping = 0
      particlescale = 1
      lightingupdatedelta = 0.0001
      shadowmodelthreshold = 12
      demolishmodelthreshold = 12
      rendermodelthreshold = 6
      rendermodelthresholdscroll = 40
      particlesizethreshold = 300
      maxvehiclepct = 1
      maxpedpct = 1
      opaqueuialphavalue = 0.55

      dxwrapper setting and log: dxwrapper2.zip

    5. With dxwrapper and set Dd7to9 = 1, D3d8to9 = 0, SC4 started with dedicated card (GTX1050) along with error messages and got crasing down when entered city.20201003130750.jpg.dc0426d43e9663c52754361c116e6a8c.jpg20201003130759.jpg.2f771248038c7ae940268d4245558f5d.jpg20201003130832.jpg.f1dc8ffa5f762b3b966ca48f816b2e32.jpg

      Spoiler

      Log generated on 10/3/2020, 13:04

      Flags
      -----
      hardwareDriver = false
      DXT = true
      fullscreen = true
      MMX = true
      FPU = true
      backingStore = true
      forcedFSAA = false

      Strings
      -------
      userName = Raymond
      appName = SimCity 4
      version = 1.1.641.0
      osVersion = Windows NT 6.2
      computerName = HP-RAYMOND
      CPU = GenuineIntel
      sglDriverName = Software
      sglDriverVersion = 1.0
      driverName = nvldumd.dll
      driverVersion = 27.21.14.5655, GUID: D7B71E3E-5FCD-11CF-9B65-19A21BC2D635
      cardName = NVIDIA GeForce GTX 1050
      cardVersion = Vendor: 10de, Device: 1c8d, Board: 8217103c, Chipset: 00a1
      cardIdentity = NVidia, GeForce GTX 1050
      soundDriverName = 
      soundCardName = Audio SOund
      buildType = Release

      Numbers
      -------
      cpuSpeed = 2496
      memory = 4096
      freeMemory = 4096
      screenWidth = 1920
      screenHeight = 1080
      screenBPP = 32
      videoMemory = 352
      textureMemory = 352
      textureStages = 1
      bogoFPS = 0
      bogoMPPS = 0

      Rules
      -----
      applying Sound
      applying high sound detail
      applying City Detail and Day/Night Settings
      applying low computer power>
      applying high computer power
        option 9 = 3
        option 13 = 1
        option 15 = 3
      applying Texture Quality and Building Variety Settings
      applying low memory>
      applying high memory
        option 3 = 3
        option 14 = 3
      applying Variable Speed Automata
      applying default
        option 10 = 1
      applying Standard software
        option 0 = 1
        option 1 = 1
        option 2 = 1
        option 4 = 0
        option 5 = 0
        option 8 = 1
        option 7 = 0
        option 6 = 0
        option 11 = 0
        option 12 = 0
      applying Standard software>
        option 0 = 2
      applying Standard software>>
        option 4 = 1

      Options
      -------
      Visual Effects       current:   3 recommended:   2
      Cars/Sims            current:   2 recommended:   1
      Shadows              current:   2 recommended:   1
      Atmospheric effects  current:   1 recommended:   1
      Water effects        current:   1 recommended:   0
      Software/Hardware    current:   0 recommended:   0
      Cursor               current:   0 recommended:   0
      VariableSpeedAutomata current:   1 recommended:   1
      Translucent UI       current:   1 recommended:   1
      Graphic Detail       current:   3 recommended:   3
      Building Load Speed  current:   3 recommended:   3
      Texture Quality      current:   3 recommended:   3

      Properties
      -------
      forcesoftwaredriver = false
      renderdynamicview = true
      renderstaticview = true
      renderwatereffects = true
      rendercloudsandfog = true
      forcepointsampling = false
      forcebilinear = false
      forcenoalphablend = false
      forcenoalphatest = false
      rendershadows = true
      renderdecals = true
      usesecondstage = false
      forcedebugtexture = false
      renderparticleeffects = true
      renderflorashadows = true
      renderterrain = true
      showupdateregions = false
      usecursoreffects = true
      drawlottextures = true
      drawlotfoundations = true
      drawlotwalls = true
      forcetexturerepeat = false
      usescreenshake = true
      renderui = true
      useupdaterectclipping = true
      usevertexbuffers = true
      showboundingboxes = false
      useoverlayculling = true
      rendersnapshot = false
      noaddsigned = false
      nopartialbackingstorecopies = false
      usescreenflash = true
      renderautomata = true
      preferopaque = false
      displayalertborders = true
      drawlotopaquetextures = true
      useviewcleanup = false
      doautozoomandrotationchanges = true

      viewoffsety = 0
      viewoffsetx = 0
      texturebits = 32
      lodoffset = 0
      shadowdebug = 0
      maxparticlestarget = 10000
      particlelodoffset = 0
      effectprioritylevel = 5
      backingstoremaxzoomall = 5
      backingstoremaxzoombuildingsprops = 5
      backingstoremaxzoomterrain = 5
      backingstoremaxzoomflora = 5
      shadowquality = 2
      minvehiclezoom = 3
      minpedzoom = 4
      cursortype = 1
      depthoffset = 2
      debugtexture = 0
      dirtyrectmergeframes = 1
      sounddetail = 2
      buildingvariety = 2
      buildingloaderspeed = 1
      modellodoffset = 0
      stringtexturecachesize = 1024

      particleeffectslod = 5
      splattexturescale = 50
      texbindmaxfree = 4
      particledensity = 1
      particledamping = 0
      particlescale = 1
      lightingupdatedelta = 0.0001
      shadowmodelthreshold = 12
      demolishmodelthreshold = 12
      rendermodelthreshold = 6
      rendermodelthresholdscroll = 40
      particlesizethreshold = 300
      maxvehiclepct = 1
      maxpedpct = 1
      opaqueuialphavalue = 0.55

      dxwrapper config and log:dxwrapper1.zip

    6. With DDrawCompat, though SC4 runs with Integrated card (Intel 630), But i got no delay when fast draging or zoom in/out, frame stays very high, no flickering, everything is perfect everywhere, At last i thought all i need is a testing with skyscraper giant city.(but i need some time)*:D

      Spoiler

      Log generated on 10/3/2020, 13:27

      Flags
      -----
      hardwareDriver = true
      DXT = true
      fullscreen = true
      MMX = true
      FPU = true
      backingStore = true
      forcedFSAA = false

      Strings
      -------
      userName = Raymond
      appName = SimCity 4
      version = 1.1.641.0
      osVersion = Windows NT 6.2
      computerName = HP-RAYMOND
      CPU = GenuineIntel
      sglDriverName = DirectX
      sglDriverVersion = 2.0
      driverName = igdumdim32.dll
      driverVersion = 0.0.0.0, GUID: D7B78E66-1A5B-11CF-8C73-17A2ABC2CD35
      cardName = Intel(R) HD Graphics 630
      cardVersion = Vendor: 8086, Device: 591b, Board: 8217103c, Chipset: 0004
      cardIdentity = Intel(R) HD Graphics 630
      soundDriverName = 
      soundCardName = Audio SOund
      buildType = Release

      Numbers
      -------
      cpuSpeed = 2496
      memory = 2048
      freeMemory = 2048
      screenWidth = 1920
      screenHeight = 1080
      screenBPP = 16
      videoMemory = 128
      textureMemory = 128
      textureStages = 4
      bogoFPS = 0
      bogoMPPS = 0

      Rules
      -----
      applying Sound
      applying high sound detail
      applying City Detail and Day/Night Settings
      applying low computer power>
      applying high computer power
        option 9 = 3
        option 13 = 1
        option 15 = 3
      applying Texture Quality and Building Variety Settings
      applying low memory>
      applying high memory
        option 3 = 3
        option 14 = 3
      applying Variable Speed Automata
      applying default
        option 10 = 1
      applying Standard hardware
        option 0 = 1
        option 1 = 1
        option 2 = 1
        option 4 = 0
        option 5 = 1
        option 8 = 1
        option 7 = 1
        option 6 = 1
        option 11 = 0
        option 12 = 0
      applying Standard hardware>
        option 1 = 2
      applying Standard hardware>>
        option 0 = 2
      applying Standard hardware>>>
        option 2 = 2
      applying Standard hardware>>>>
        option 4 = 1
      applying Standard hardware>>>>>
        option 11 = 1
      applying Two stages
      applying Lotsa vidmem
      applying Poor color cursor
        option 7 = 0
      applying Not Slow GeForce

      Options
      -------
      Visual Effects       current:   3 recommended:   2
      Cars/Sims            current:   2 recommended:   2
      Shadows              current:   2 recommended:   2
      Atmospheric effects  current:   1 recommended:   1
      Water effects        current:   1 recommended:   1
      Software/Hardware    current:   1 recommended:   1
      Cursor               current:   0 recommended:   0
      VariableSpeedAutomata current:   1 recommended:   1
      Translucent UI       current:   1 recommended:   1
      Graphic Detail       current:   3 recommended:   3
      Building Load Speed  current:   3 recommended:   3
      Texture Quality      current:   3 recommended:   3

      Properties
      -------
      forcesoftwaredriver = false
      renderdynamicview = true
      renderstaticview = true
      renderwatereffects = true
      rendercloudsandfog = true
      forcepointsampling = false
      forcebilinear = false
      forcenoalphablend = false
      forcenoalphatest = false
      rendershadows = true
      renderdecals = true
      usesecondstage = true
      forcedebugtexture = false
      renderparticleeffects = true
      renderflorashadows = true
      renderterrain = true
      showupdateregions = false
      usecursoreffects = true
      drawlottextures = true
      drawlotfoundations = true
      drawlotwalls = true
      forcetexturerepeat = false
      usescreenshake = true
      renderui = true
      useupdaterectclipping = true
      usevertexbuffers = true
      showboundingboxes = false
      useoverlayculling = true
      rendersnapshot = false
      noaddsigned = false
      nopartialbackingstorecopies = false
      usescreenflash = true
      renderautomata = true
      preferopaque = false
      displayalertborders = true
      drawlotopaquetextures = true
      useviewcleanup = false
      doautozoomandrotationchanges = true

      viewoffsety = 0
      viewoffsetx = 0
      texturebits = 32
      lodoffset = 0
      shadowdebug = 0
      maxparticlestarget = 10000
      particlelodoffset = 0
      effectprioritylevel = 5
      backingstoremaxzoomall = 5
      backingstoremaxzoombuildingsprops = 5
      backingstoremaxzoomterrain = 5
      backingstoremaxzoomflora = 5
      shadowquality = 2
      minvehiclezoom = 3
      minpedzoom = 4
      cursortype = 1
      depthoffset = 2
      debugtexture = 0
      dirtyrectmergeframes = 4
      sounddetail = 2
      buildingvariety = 2
      buildingloaderspeed = 1
      modellodoffset = 0
      stringtexturecachesize = 1024

      particleeffectslod = 5
      splattexturescale = 50
      texbindmaxfree = 8
      particledensity = 1
      particledamping = 0
      particlescale = 1
      lightingupdatedelta = 0.0001
      shadowmodelthreshold = 12
      demolishmodelthreshold = 12
      rendermodelthreshold = 6
      rendermodelthresholdscroll = 40
      particlesizethreshold = 300
      maxvehiclepct = 1
      maxpedpct = 1
      opaqueuialphavalue = 0.55

      New-City-Jan.jpg.eb243f70dc77b88a53c401fce0660800.jpgDDrawCompat log: DDrawCompat.zip

    Above is all my tests, i thought it's also relevent to my comp's enviroment (OS, Driver, HD), And will share these results to the wrapper's developer later.*:blush:

    @Kloudkicker Hope it helps.:}

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    11 hours ago, Kloudkicker said:

    I'm wondering, who are you trying to impress.

    I know how @Raymond7cn does everything on ST for the love of the SC4 community. *;)

    That looks really promising with the "DDrawCompat" setting for how it made the side water texture completely smooth, and also no scroll lagging. As an additional test to a large city, it'll be demanding with an empty tile which is filled with trees (such as using flora blast). Then having shadows set to High is often very graphics intensive. Likely there'll be different configurations of the DDraw which work best for each hardware setup, and it could be the developer will fix some bugs as well.

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  • Original Poster
  • Posted:
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    Thank you CB @Cyclone Boom*:thumb: You are always so thoughtful! I gave the flora blast 4000 4000 4000 a try with your map. After 49 seconds, it's a bit delay when i zoomed in/out and moved fast in zoom 3/4, but still more better than without DDrawCompat, *:D And the author (elishacloud) of dxwrapper told me that his wrapper also includes DDrawCompat, but it seemed didn't work on my comp, Anyway, i have created a new issue in Github, Hope he could help me with this and running with dedicated card issue in the future.

    Along with testing, i found a strange thing, Do you remember that cheats post you shared to me?

     

    where says :Propagation refers to the spreading of seeds and automatic creation of new flora life in the city. By default,propagation is off.

    But it's different when i was testing in my comp, By default, propagation is on, I mean start with a big map and before creating a new city, the trees were spreading out while time went on. Furthermore, there was a coincidence with my typing error*:blush:, The flora propagation off didn't work, whereas the flora propogation off worked. Would you help me to confirm it? (my comp maybe special) Thanks. BTW, The flora blast works with my CPT tree controler as well, But flora propogation*;) seemed only worked with vanilla trees.

    Besides, inspired by that TV series (Yellowstone), i was also making a SAM override texture and a Rock texture from scratch, Fortunately i got the help of @rsc204, Alleluia!:}

     

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    23 minutes ago, Raymond7cn said:

    DDrawCompat, but it seemed didn't work on my comp

    This short article talks about registering dll files. Maybe it could help you @Raymond7cn.

    https://answers.microsoft.com/en-us/windows/forum/apps_windows_10-winapps-appscat_tools/how-do-i-register-dll-files-in-a-windows-10-64-bit/27429279-61ff-463b-bb77-3f30be2954ba

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    2 hours ago, Raymond7cn said:

    But it's different when i was testing in my comp, By default, propagation is on, I mean start with a big map and before creating a new city, the trees were spreading out while time went on.

    If you use the seed forest tool before establishing the city and run the calendar, each month the trees propagate. The amount is depending on where you place it on the map. This stops after establishing the city. I read this in SimCity4 Deluxe Edition  Prima's Official Strategy Guide by Greg Kramer ISBN: 0-7615-4328-7, pages 46 and 47. Awesome book to read for beginners and the experienced. Its almost 500 pages.

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    3 hours ago, Kloudkicker said:

    Thank you @Kloudkicker, And here is what elishacloud (the author of dxwrapper )just replied me:

    Hello @Raymond, yes, the Dd7to9 does not yet support 3D (hardware driver) functions. I am working on adding them but they are not there yet. You will still need to use the integrated video card and not the 3D accelerated one. However, with this project you can use 4k resolution.

    Here are the only options you want enabled:

    DDrawCompat = 1

    DdrawResolutionHack = 1

    EnableDdrawWrapper = 1

    Then you can run the game with a custom parameter to get the higher resolution. Command line option is:

    "SimCity 4.exe" -CustomResolution:enabled -r3840x2160x32

    Just change -r3840x2160x32 to the resolution you want. Keep the x32 at the end. That tells the game to use 32bit color.

    I hope it helps and let's wait for the coming of his great improvement.:}

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    I got my first try of Terrain mod and SAM4 override.*:D

    Rock

    3OXDs3N.jpg

    Stone beach

    ZXe6kUi.jpg

    SAM4

    LdHXxiD.jpg

    7zsuxH9.jpg

    Too many defects somewhere, i though it's all because of lack of experience of game recently, but not too bad for the first attemp.*:blush:

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    Wait, what defects? That road looks fantastic. It might be a shade too dark, but aside from that great attempt!

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    10 minutes ago, Dead_End said:

    Wait, what defects? That road looks fantastic. It might be a shade too dark, but aside from that great attempt!

    Thank you @Dead_End, I forgot the edge for sidewalks otherwise it's too sharp and less gradual change, and also i need to delve into Terrain Exemplar a bit, somewhere along the shoreline is rugged.*:blush: Thanks for the compliment!

    -- Edit --

    And Yes, it's too dark as you said, Color and brightness changed after entered the game, i will tweak it later.

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    11 hours ago, Raymond7cn said:

    The flora propagation off didn't work, whereas the flora propogation off worked. Would you help me to confirm it?

    This is indeed correct with the typo being 'propogation' for this command. *:yes:

    I've edited the linked cheats guide to correct this and add a note how the spelling is incorrect (even though it still works). It must've been the way Maxis made this, and oftentimes in programming languages there can be spelling mistakes which stay in place because people get used to the way something is.

    I remember this topic earlier in the year which has a bit more info about the option:
     

    (Yes, the pictured trees do become more than just a cluster by the end of it.)

     

    8 hours ago, Kloudkicker said:

    I read this in SimCity4 Deluxe Edition  Prima's Official Strategy Guide by Greg Kramer ISBN: 0-7615-4328-7, pages 46 and 47. Awesome book to read for beginners and the experienced.

    Good point there to mention. I remember in my early years of SC4 and reading the Prima Guide regularly to try and develop my city-building skills. It did help inspire me in some ways, and often it can still come in useful for a reference with certain aspects. I'd imagine some of the concepts would be easier to understand nowadays also, because it sure helps with the good old "try and see" approach when seeing what works well. The great thing about SC4 is the freedom to be creative.

    For anyone who'd like a digital copy, it can be viewed and downloaded from this entry on the Internet Archive. *;)

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    Dear @rsc204 I'm not pretty sure about this, so allow me to post them here first,

    0eXuT7o.jpg

    SBJJgnv.jpg

    EhxKqK3.jpg

    Frankly, This work's hardness has exceeded my imagining, (took me about 6 hours for one FSH) so i may couldn't accomplish it very soon, Still some projects in progress. *:blush: Anyway, wherever you think it's better to share your great productivity tool into(Or that thread to keep the issue's integrity), it's up to you, And I want to tip my hat to enormous efforts NAM team has put into. Thank you!!*:thumb:

    --- Edit ---

    I found that i knew nothing about sidewalks, The sidewalks disappeared when i made this override texture which is full of one tile, so does that mean my SAM's texture also covers upon the sidewalks? if so, what if an overhangs sidewalks?

    Ah i see it, it's from Wiki:

    Just like with standard textures there are base and overlay textures, but they are sidewalk (base) and the road surface (overlay) textures.the sidewalks are actually an underlay that goes under the road surface.

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    50 minutes ago, Raymond7cn said:

    Dear @rsc204 I'm not pretty sure about this, so allow me to post them here first,

    0eXuT7o.jpg

    SBJJgnv.jpg

    EhxKqK3.jpg

    Frankly, This work's hardness has exceeded my imagining, (took me about 6 hours for one FSH) so i may couldn't accomplish it very soon, Still some projects in progress. *:blush: Anyway, wherever you think it's better to share your great productivity tool into(Or that thread to keep the issue's integrity), it's up to you, And I want to tip my hat to enormous efforts NAM team has put into. Thank you!!*:thumb:

    Stunning! It might a little bit too wide though. Those poles look pretty dangerous right now. The overall look is brilliant and the coloring adjustments are spot-on!

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    Hiya @Kloudkicker, This maybe a good news, i have just got in touch with the author of dgvoodoo, i noticed that he just has put dgvoodoo into Github recently, so i opened an issue there, he just replied that he doesn't yet have SC4 but he'll look into it later. i will inform you as soon as i make progress on it, And If we happened to be lucky, Many peeps would gain from his efforts.:}

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    ahQl9ay.jpg

    @BartonThinks Hiya Barton, If you think it's not too bad, (i might mess up the scale somewhere due to lack of perspective pics for reference.*:blush:)Then…just have one more last.:} Anyway, Just feel free to tell me your thoughts.

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    Hope you won't laugh at my ignorance, I maybe the last one to know this:*:blush:

    jeLJuh7.jpg

    With those DDRAWs i mentioned, I gave shortcut parameters a try with Lot Editor, since that tiny window always drives me crazy when lotting. Frankly I never thought it would be possible, Now i have a Newbie thought again, Can we tweak the UI to make the left window more bigger?*:D

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    5 hours ago, Raymond7cn said:

    Can we tweak the UI to make the left window more bigger?*:D

    This is something I've been wondering about also. The lot preview is very small as it is, and it would be nice if the left side can be made wider. I'd thought about hex editing possibly, but I don't know where to begin with investigating that. Then an idea came to mind if the files might be UI panels, and I just looked inside the LotEditor.dat file inside the folder where the game is installed. Opening this up using Reader and there are a few UI within, and also other files as well.

    Here's a preview:

    LotEditor.dat - Preview 01.png


    For this Reader 1.5.4 (or newer) is useful since it features a better UI Editor than 0.9.3 does.

     

    What I tried next was to expand the main panel width (the parent entry at the top). I edited this in the dialog panel when double clicking it.

    Unbelievably after saving this to a new .dat file and look what happened...

    Lot Editor Expanded Panel - Preview 01.jpg

    (Train station previewed is from Raymond's Rural Depot set here on the STEX.)

     

    I cannot believe my eyes. It actually works! *:golly:

    At least from an initial test, everything is still fully functional for the UI controls also. It could use a bit of tidying up for the layout still, and I'll have to see what can be done there. The main thing though is from a simple edit and this makes the panel be expanded at long last.

    Here's the test file:

    Lot Editor Expanded Preview Panel - Concept 01.dat


    I just placed this in Plugins and then it applies this override once opening the Lot Editor. *:)

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    On 05/10/2020 at 4:54 PM, Raymond7cn said:

    Just like with standard textures there are base and overlay textures, but they are sidewalk (base) and the road surface (overlay) textures.the sidewalks are actually an underlay that goes under the road surface.

    So if a network texture (that supports wealthing) has transparency, it's those areas that show the sidewalk. Of course if your texture take up the entire tile, it will not have transparency and thus no sidewalk will appear.

    Now there is nothing wrong with using the full 16m width of an SC4 tile for a road surface, I could imagine players aiming for a more American aesthetic might find that a great option. However to my European-trained eyes, it just looks too wide, it's a waste of space (not to mention money), to make a road wider than a bit more than 2 vehicles require to pass with a safe gap. As such, the dirt/grass edges certainly work better IMO.

    The texture itself for me is a little too simple, somehow it just doesn't pop quite right with the SC4 palette. Now I'm no graphics artist, that's for sure, but one thing that cropped up making the SAM11 mod, which Rivit had a hand in creating, was kinda the opposite of this. The initial texture was super-detailed and high-res, but it "popped" in this sense, too much. I hope that translates, I'm sure there is a better word for this. To illustrate what I'm talking about, here is the one before last revision of the mod, then the actual final texture side-by-side:

    SAM11_Dev.jpg.49c4209121e02f861847ec64f7b0928e.jpg

    We had to swap the rough edges/transitions, which I really liked, but it just added too much work and didn't always blend so cleanly, on the right it's a solid edge, but it works better. Rivit also made some subtle modifications to the overall colour, so they didn't stand out against the base game content as much. I feel we achieved a nice harmony in the end.

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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).

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    p9EEydy.gif

    @Cyclone BoomSpeechless, CB, Speechless,*:thumb: You helped me again to make my dream comes true. Frankly we shared the same idea somewhere but i edited a wrong panel. Would you think it deserves a dedicated thread for your great finding? *:DI just thought many peeps will gain from it, Anyway, I will go to test it as soon as possible.

    @rsc204, Thank you Robin, i thought i have got your points, The idea was inspired by a TV series Yellowstone, I saw a dusty blue rural road between the pasture, (i will go to capture that scene later), But it's just as you and @Dead_End 's kind advices, Actually i made a mistake or to say false sense, The road itself shouldn't be that wide, i should leave space for dirt and grass, and then make seamless alpha channel so that its transition is more natural, Anyway, i will go to tinker with it a bit later, Thank you for the sharing of your precious experience.*:thumb:

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    Hay Raymond, Do you have time to mod this one. It's a new Intel facility in Arizona, USA . Just opening after over 9 years of construction. It's so massive, employs over 12,000. Should only take you a few days, right? funny, I know, hehe5f7d3a25a4598_IntelsFab42Facility-2.jpg.58a57dae155bfefa33b74a2cd6c49f33.jpg

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    1 hour ago, Kloudkicker said:

    Hay Raymond, Do you have time to mod this one. It's a new Intel facility in Arizona, USA . Just opening after over 9 years of construction. It's so massive, employs over 12,000. Should only take you a few days, right? funny, I know, hehe5f7d3a25a4598_IntelsFab42Facility-2.jpg.58a57dae155bfefa33b74a2cd6c49f33.jpg

    Thank you for inspiration, Nick, Yes i would like to make this magnificent Lot, Actually i always work in the factory, *:blush: But i do have a lot of projects now, The time is approaching of Simtropolis's birthday, *:party:so i more focus on the designing of a present right now.*:lol:

    @Cyclone Boom

    FYg5fHj.jpg

    I was shocked when seeing such impressive full screen of LE, CB. Super!!*:thumb:

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    14 hours ago, Raymond7cn said:

    I was shocked when seeing such impressive full screen of LE, CB. Super!!*:thumb:

    Glad to see it works for you also, Raymond! *:thumb:

    I've today done some polishing up, and now have created a new refined version of the expanded panel:

    Lot Editor Expanded Panel - Preview 02.jpg


    I re-scaled the background image for the panel, and then moved the rotate view controls and the pan hand over to the right side. I think that's helps having them in the middle, because they apply to both the preview window and the top-down view. Unless there's anything else to do, this should be the final version.

    For my above pic, I used the DxWrapper as @Durfsurn posted about in their thread:
     

     

    I also tested the DDrawCompat which worked also, but I did suffer a bit of lagging for a delayed response testing here myself. With the DxWrapper and it wasn't an issue though, and so that might be another viable alternative to using my expanded UI in full screen.

    Also it can just be used standalone with adding a custom resolution to the target box of the LE shortcut:

    Lot Editor Custom Resolution - 1360x768.png


    Here I added the -w -r1360x768 -d:soft which sets to windowed mode with a custom 1360x768 resolution and running with software rendering mode.

    Other resolutions might work better depending on what each of our monitors supports.

    The left preview panel I've made have a fixed width of 800 pixels, and so if having a wider monitor, the right side will appear wider. This on my monitor (1600 wide) makes it halfway when running full screen, but I've kept the right side wide enough so those on narrower screens can still make use of both panels.

     

    16 hours ago, Raymond7cn said:

    Would you think it deserves a dedicated thread for your great finding? *:D

    I do plan to release this to the STEX for the published version.

    Here's the new file:

    Lot Editor Expanded Preview Panel - Concept 02.dat


    Hopefully it works also for you and anyone else interested in giving it a go. *:)

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    5 hours ago, Cyclone Boom said:

    I do plan to release this to the STEX for the published version.

    Here's the new file:

    Lot Editor Expanded Preview Panel - Concept 02.dat


    Hopefully it works also for you and anyone else interested in giving it a go.

    Thank you so much CB, I have done some tests with it, For most of the Lots i don't need to keep switching move mode(that hand sign) and zoom in/out any more as before, so i thought many peeps will benefit of it. It's indeed another great work by CoriBoom™. and it also reminds me of Igle:*:D

     

    And hope you forgive a Newbie has so many unrealistic expectations.*:blush: I was thinking after that, The LE and the game they are common in so many places, Why the effects it represents as a green pin in LE? Can we modify the zoom function of LE to have more levels, such as zoom 7,8 with extra cheat mod? Lol, If you don't mind please let me check it out for these stupid questions, but I may consult you again if i have no luck there. *:lol:

    In terms of wrapper, Yes CB you are right, dxwrapper and dgvoodoo worked better in my comp as well, and Dege (author of dgvoodoo) has replied me yesterday:

    Spoiler

    Raymond, I had a look at this game, and indeed, color banding appears with dgVoodoo.

    I think the game uploads its textures in 16 bit color quality for some reason (even if 32 bit quality is selected) but I didn't yet figure out the reason. I guess it's somehow related to video card vendorID/deviceID (but it's just a guess) which is NULL for the internal video card by default.

    I couldn't find any valid values though, so it all requires more debugging and deeper understanding of what happens in the game.

    I have told him that our special game needs some parameters to be added into shortcut property, Anyway, I will keep helping him with more tests in the future.:}

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    On 10/6/2020 at 11:24 AM, Raymond7cn said:

    ahQl9ay.jpg

    @BartonThinks Hiya Barton, If you think it's not too bad, (i might mess up the scale somewhere due to lack of perspective pics for reference.*:blush:)Then…just have one more last.:} Anyway, Just feel free to tell me your thoughts.

    It looks excellent! I'm sure any scale issues will be easy to touch up -- if they're an issue at all.

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    🚜 Get well soon, Cori! 🚜

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    FeQ9WeR.jpg

    @BartonThinks Hiya Barton, Could this one be the last piece of puzzle?:} I'm just aware of i haven't made a vintage truck, so there would be 6 cars x 4 colors, and if you'd prefer that Volkswagen Bus, There would be 25 cars, I believe this project will be finished in two weeks.:}

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    6 hours ago, Raymond7cn said:

    FeQ9WeR.jpg

    @BartonThinks Hiya Barton, Could this one be the last piece of puzzle?:} I'm just aware of i haven't made a vintage truck, so there would be 6 cars x 4 colors, and if you'd prefer that Volkswagen Bus, There would be 25 cars, I believe this project will be finished in two weeks.:}

    That is gorgeous and perfect. Thank you, Raymond.

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    🚜 Get well soon, Cori! 🚜

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    I'm on my way, @BartonThinks:}

    MxMfKyD.jpg

    This is the rescaling by 85%, Frankly, i ran into issues when resizing to 80, it's a bit hard to slove by now, however i thought you could tweak it with Tweaker, Really Sorry for this.*:blush:

    -----

    @rsc204 Dear Robin, i have some newbie's questions:*:blush:

    WF6tPTy.jpg

    I want to know why there are two sets of straight road, I could see the change by modifying "5E54…", so what's the function of "5E5E…"? Likewise, There are two groups in one texture, One has transparent area, another one has three vanilla grass (maybe), May i know that what they are used in game? i couldn't guess out them since It's really been a while haven't played with SC4 after learnt your NAM's tutorial.*:blush: Thank you!!

    -----

    I always see some impressive pics when seeking reference from Pinterest:

    TdV5tsS.jpg

    qjWrzQQ.jpg

    Z97Xpgh.jpg

    RvF0Gyb.jpg

    6tRY8nk.jpg

    7qBzGBd.jpg

    Don't they (Barcelona) look like playing in SC4?*:D Simply amazing! I really have high hopes for a trip there. (have heard of many churches or cathedrals there:})

    -----

    @Barroco Hispano Dear Alejo, I really want you to stay with us for always. I got benefit of your great research again,*:blush:

     

    Thank you so much!! @Jasoncw @rivit*:thumb:

    Yours Sincerely,

    -- Raymond

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    25 minutes ago, Barroco Hispano said:

    @Raymond7cn I always think that I fix something but then more problems are generated.  :(

    Btw, I do not recommend that you change the direction of the sun.

    Thank you Alejo, *:thumb:(direction) To be honest, I thought i could feel your pain, however i more believe those troubles probably are God brings for you to make you to be greatness, During learning, one biggest pity is that i have had many questions which wished to consult those great BATters have left SC4, so i (we) hope you and @Jasoncw could stay here, Furthermore i thought most of experts do have an obsessive attention to perfect, Lol, Really weird that I'm a newbie but i have this pain as well.*:blush:

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    What is impossible with men is possible with God…!

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    I've contributed some to Simtropolis

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