Jump to content
CorinaMarie

CoriBoom (WSSNCOPFL) - Working Simulated Street Neighbor Connection Overhanging Prop Filler Lots - Beta in Progress!

196 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

OK. Thanks for clearing that up for me.

9 minutes ago, CorinaMarie said:

it needs to be for neutral lots

7 minutes ago, CorinaMarie said:

if one never removes the Controller and only edits it for menu location

 good points.

  • Like 2

Kloudkicker
Life's cold and I'm chillin
Kloudkicker's Lot Creations
Kloudkicker's Tech Tools, News and More

 

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    To clarify on my prior post:

    They key benefit for the new method would be a single edit to the Item Order in the Controller file would move the entire set to another menu location. And, as mentioned, if one never removes said Controller file (for the disappearing menu icons trick) it would work perfectly no matter what the stats of the lots are.

    • Like 3

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    ^^Thanks for clarifying...

    Something else I wanted to confirm...

    I thought I would give my left-hand version of the game a run with some EU textures.

    qnada3G.png

     

    If I understood the posts in the PM topic, there will be a separate file to address the different MGB Industrial texture? I'm just checking that this is the only one that needs addressed. As a 'just in case', I was checking some previous plugins and found references to other texture changes (red brick and Moonlight's). However, they were probably some old customized things or test files. The recent NAM installations only produce the European version for MGB Industrial SAM streets - if I understand correctly? 

     

    • Like 2
    • Yes 1
    • Thanks 1

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    2 minutes ago, CaptCity said:

    The recent NAM installations only produce the European version for MGB Industrial SAM streets - if I understand correctly? 

    Recent and previous NAMs (afaik) only have a difference for Robin's textures. All other differences are for the roads the SAMs can connect to where part of said roads needs to be in the SAM texture for the transition.

    From our own testing, the MGB Euro texture is installed when the LHD choice is made during NAM installation. Our lots should use that automatically except if you are using my preferred size textures override where the US SAM - 11 is baked in.

    • Like 3
    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    8 minutes ago, CorinaMarie said:

    Recent and previous NAMs (afaik) only have a difference for Robin's textures. All other differences are for the roads the SAMs can connect to where part of said roads needs to be in the SAM texture for the transition.

    From our own testing, the MGB Euro texture is installed when the LHD choice is made during NAM installation. Our lots should use that automatically except if you are using my preferred size textures override where the US SAM - 11 is baked in.

     

    I'm officially a 'ding-dong'... *:???:   Forgot about that one. Thanks for the reminder (about the file, not that I'm a 'ding-dong' *:rofl:).

    After pulling it out...

    dO52EFw.png?1

     

    Both the single and double tiled lots are displaying nicely.

     

    • Like 3

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    15 minutes ago, CaptCity said:

    I'm officially a 'ding-dong'... *:???:

    That's my job! I was doing that last night looking back at the past setups. Confused myself on the S3Ds.dat file,  if it was needed or not. Could not find where or why it was not used in my setup. I felt like I had to figure it out before running tests and just confused my self more than needed. I decided not to use the file. Is this correct?

    • Like 2
    • Thanks 1

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    2 minutes ago, Kloudkicker said:

    I decided not to use the file. Is this correct?

    How about we zip up a full v0.45 version? Then only what is in the zip is what you need to have installed. Everything else will be superfluous. (I'll leave out my preferred textures override since that's really just a me thing for use.)

    • Like 1
    • Thanks 3

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    While doing a NEW(V0.45) normal test setup plopping of all the new pieces. I took a few shots of them working perfectly. (Looks pretty too)

    SAMV045Test2.jpg.a7f62af1b62677fa5f4c60feeba0955c.jpg

    Rail traffic and the car/ ped. traffic works to the neighbor. You can see the hidden neighbor road connection underneath. It shows through when hovering over it.SAMV045Test1.jpg.edbeefc42bcc74973e6786f2805542a5.jpg

    $$$Best thing is, I found a new and favorite way of using them. This will help me a lot to hide these tricky SAMxSAM transitions pieces. I never seem to have enough room to use them where I need them to work. Now this will never be a problem for me. I don't need to worry about them converting properly to look good. And they have to look good or I will redo it all!

    Check out what I mean. Here I whipped up a area to test the "Coveralls"??. I needed four places to transition to a new SAM. I believe it takes 3 tiles on each side to work. For the test I didn't care they stood out. But they would never look that way in my real cities I make. *:idea: Them it dawned on me to use the single coverall to hide them. 

    Below I circled the 'bad' transitions. Four in total.SAMV045Test3.jpg.af4d3518f538b39b7d8006bf4784de97.jpg

    And a close up of them hidden with the WSSNCOPFL lots *:thumb: That's a note worthy mention, YEAH. A prefect fit/cover/mask. SAMV045Test4.jpg.68f400a421bf4a6d7c91ce707672005e.jpgWait, where are they??? Magically gone LOL:8)

    • Like 4

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    3 hours ago, Kloudkicker said:

    A prefect fit/cover/mask.

    Yay! I really like this. *:ohyes:

     

    3 hours ago, Kloudkicker said:

    Below I circled the 'bad' transitions.

    So cropping your pic to:

    SAMV045Test3-Cropped.jpg

    ^ Are these the new SAM Flex Transition Thingers? If so, because I'm still on 36, I've not seen them firsthand.

    Can I assume there are only a limited few of them such that a transition from, say, Herringbone to MGB Industrial does not have a piece?

    • Like 3

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    10 hours ago, CorinaMarie said:

    Can I assume there are only a limited few of them such that a transition from, say, Herringbone to MGB Industrial does not have a piece?

    Yes those are them. I am still learning them, and not sure of their limits. SAM 11 is one that gives me the most problems, and the one I use the most, ofc. 

    • Like 1
    • Thanks 1

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The new SAM transition piece is a 'FLEX' piece. So far, when I've used it, all possible SAM connections have worked. Each side will change to the SAM texture that was dragged into them. I have noticed, there may be some limitation on placement - closeness to intersections,  curves, each other, etc. There is also a stability factor where plopping on streets at certain distances will produce texture differences. Some of my earlier images had the piece in use.


      Edited by CaptCity  
    • Like 3
    • Thanks 1

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    After playing around a little with the SAM Flex transition.... When first plopping the SAM's on the 'ends', this is how it looked before any further interaction from me. Four did not take at first.SAMFlexTest4.jpg.10d64f1d8b756b18c6a08c983b6df8a4.jpg

     

    Two of them turned when clicking on the streets with the street tool. Two did not, circled in black below. Even after flatting the ground next to the street on the right circled section. Why this one did not, I don't know. The left one is because of the curves(but I really, really want it right there!). No problem:no:SAMFlexTest3.jpg.23294bc39ecd7a6193cdb4b277d4e712.jpg

     

    Using the WSSNCOPFL lots(in red circles) to hide the bad transitions so I can move on and not worry about it.SAMFlexTest4).jpg.624b3c617831da97d21a822a6366629d.jpg

    • Like 2

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm not on my game computer now, so can't check it out. The one with the curves is probably too close to the curves. The piece probably needs a 4 or 5 tile run-up. The other sections might 'fix' themselves by plopping a few tiles on the street using the street tool. I've had success doing that. I'll check it over after getting back on my game machine.


      Edited by CaptCity  
    • Like 1
    • Thanks 2

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    3 hours ago, CaptCity said:

    The other sections might 'fix' themselves by plopping a few tiles on the street using the street tool.

    I did try that, but one of the straight sections just would not conform to my will, with that setup. I found sometimes you have to click on street further away them then one might think is necessary. They are just a little feature I am slowly learning while adapting all the other features I'm learning as I go along, when needed or so. I'm only 6 months 'deep' into all of this, before that I never knew SC4 had mods. This is why I can't explain myself very well sometimes and and mess things up or make them more complicated then needed. It can take me forever to type up my thoughts and still not come out right. But, I'm doing pretty good, I think and learning a lot. Thanks to everyone so, Thank You Everyone


      Edited by Kloudkicker  

    Spell check-strikethrough-
    • Like 3
    • Thanks 1

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    19 hours ago, Kloudkicker said:

    While doing a NEW(V0.45) normal test setup

    I forgot to add that the pervious test was done with a full plugin folder, and the WSSNCOPFL Down Low controller. I'm still not using RHW but now using the complete NAM controller.

    I tested both the WSSNCOPFL controllers  and they worked great. I first tested by adding a "z" to the Up High file with success and then removing the 'z' so the Down Low file took over.            I like that feature a lot.  Top, bottom, or temporarily remove with no harm:bunny:

    • Like 4

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think I'll be doing the same on occasion, @Kloudkicker.

    In case you haven't seen this yet, for future reference, you can also line up two SAM starter tiles in a row, to get any number of clean(ish) sudden transitions, and it all works for traffic flow, too.  eg.

    5e759420e9b80_SAMTransitions.jpg.c2113acd99005385451596c60fd5217f.jpg

    The limitations of this adjacent SAM starter tile technique are:

    1. The ground must be completely flat for the two street tiles where SAM starters are laid.
    2. The two starter tiles can only be straight.

    This technique would work for the straight transition on the right.

    4 hours ago, Kloudkicker said:

    Using the WSSNCOPFL lots(in red circles) to hide the bad transitions so I can move on and not worry about it.SAMFlexTest4).jpg.624b3c617831da97d21a822a6366629d.jpg

    For the curvy transition on the left, WSSNCOPFL is the only way!

    • Like 3
    • Thanks 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    13 minutes ago, Naomi57 said:

    you can also line up two SAM starter tiles in a row, to get any number of clean(ish) sudden transitions, and it all works for traffic flow, too.

    Sweet, that's some good intel. The parking lots can drive me mad when they "take over" a whole stretch of street. One bad plop or demolish the wrong title and they instantly grow like weeds. This will help me out a lot. Thank you

    • Like 2
    • Haha 1

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I just found out what those rail fence pieces are, Caribou Railway Fence. The ones I couldn't remember from post #97. Made by caribou and uploaded by SM2 through @STEX Custodian. Since everyone was asking about them, now you can stop bugging me.

    Spoiler

    No one asked me, it just bugged me I had forgot and could not find at the time. LMAO

     

    • Like 3

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
      On 12/5/2020 at 9:58 PM, CorinaMarie said:

    A random thing: We've set it so that each lot can be renamed individually. That's done by clicking with the Query Tool on the invisible part of the plopped lot and then renaming it in the popup window. Ofc, there's prolly no reason at all to do this, but since we could allow it, we did. *:lol:

    **Copied from the PM**

    I forgot about this. I'll have to try and use it to help remind me what is on the neighbor side. When I am building I could label it and when I am growing the city I can use it for reference. So the titles blend together in region view.

    • Like 3

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Had a thought  *:idea:  But really just looking for input. Is it possible to make these kind of lots, not sure of the term, all in one to where you tab thru them? Two menu items, one for single lot overlay and one for the double lot overlay? Just wondering that's all.

    • Like 1

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This slipped my mind also. Likewise, I was thinking I would label them to tell the neighboring city the connection was being made with.

    qdYSFjL.png?1

    yu4GhVV.png?1

     

    Or maybe give a name to some of those customized lots I made before.

    RrnvOfK.png?2

    UyQH9MC.png

     


      Edited by CaptCity  
    • Like 3
    • Yes 1

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, Kloudkicker said:

    But really just looking for input. Is it possible to make these kind of lots, not sure of the term, all in one to where you tab thru them?

    It's prolly technically possible just like the SAM Starter pieces, but completely beyond my ability to create. *:blush:

     

    2 hours ago, Kloudkicker said:

    I'll have to try and use it to help remind me what is on the neighbor side.

    1 hour ago, CaptCity said:

    Likewise, I was thinking I would label them to tell the neighboring city the connection was being made with.

    That's a cool use for the naming ability. Ofc, clicking the connection arrow also tells what the neighbor tile is. *;)

    It's just a little feature we knew how to toss in so we did. *:lol:

     

    • Like 2
    • Yes 1
    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    1 hour ago, CorinaMarie said:
    2 hours ago, Kloudkicker said:

    But really just looking for input. Is it possible to make these kind of lots, not sure of the term, all in one to where you tab thru them?

    It's prolly technically possible just like the SAM Starter pieces, but completely beyond my ability to create. *:blush:

    Tab-Rings require RUL0 code, which must be in the NAM or otherwise will conflict with the NAM, in that latter case it means anyone using your code, could not also use NAM. But the RUL code is designed to switch between transport objects, not lots and whilst I believe some testing was done in this regard, it's ultimately either not possible or very flawed. Frankly if you were going to the effort of all that RUL0 code creation, you'd be better off just making these functional SAM NC's, like the sets for RHW/NWM that exist now.

    On 25/12/2020 at 7:07 PM, Kloudkicker said:

    Yes those are them. I am still learning them, and not sure of their limits. SAM 11 is one that gives me the most problems, and the one I use the most, ofc. 

    On 25/12/2020 at 8:15 PM, CaptCity said:

    The new SAM transition piece is a 'FLEX' piece. So far, when I've used it, all possible SAM connections have worked. Each side will change to the SAM texture that was dragged into them. I have noticed, there may be some limitation on placement - closeness to intersections,  curves, each other, etc. There is also a stability factor where plopping on streets at certain distances will produce texture differences. Some of my earlier images had the piece in use.

    On 25/12/2020 at 9:22 PM, CaptCity said:

    I'm not on my game computer now, so can't check it out. The one with the curves is probably too close to the curves. The piece probably needs a 4 or 5 tile run-up. The other sections might 'fix' themselves by plopping a few tiles on the street using the street tool. I've had success doing that. I'll check it over after getting back on my game machine.

    RUL Code (which is used for override networks like SAM), is based on the "next" or "connecting" tile for it's functionality. So if you programmed these SAM transitions to work based on whichever SAM Ortho Street is either side, it will not work if the pieces either side are anything but a generic Ortho section. They also may not work when next to SAM starters, I seem to remember that pieces uses a unique ID. So yes, in short having a curve or T-Intersection touching the transition is going to screw things up. Of course we can write code such that no matter what SAM piece touches the transition, it will override, but this is vastly more work and hugely balloons the code. I'd be surprised if this piece supported more than the basic Straight.

    That said, I too have been having major problems with some combinations simply not overriding properly or the transition texture being wrongly overridden, I'm guessing there are some bugs. Again, SAM11 seems to be quite bad compared to the others.

    • Like 2
    • Thanks 3

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

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

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

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

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    6 hours ago, rsc204 said:

    Frankly if you were going to the effort of all that RUL0 code creation, you'd be better off just making these functional SAM NC's, like the sets for RHW/NWM that exist now.

    Thanks for clarifying and no, I won't be going to all that effort as the current set fills the need quite nicely IMO.

    • Like 3
    • Yes 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    9 hours ago, CorinaMarie said:

    That's a cool use for the naming ability. Ofc, clicking the connection arrow also tells what the neighbor tile is. *;)

    It's just a little feature we knew how to toss in so we did. *:lol:

     

    Yes, but the text on the connection arrow pop-up is so 'tiny', and these 'old' eyes have a hard time with it sometimes.  :8)   The lot pop-up is nice and big. It's just an aesthetics thing with me... :yes:

    More aesthetic usages...

    x1wKgbi.png?1PgUnIbC.png?1

    Depending on if you're coming or going...

    Similar to this, but as a 'pop-up'.

    Us6EJ4x.png?1

     


      Edited by CaptCity  
    • Like 3
    • Yes 1

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    2 minutes ago, CaptCity said:

    The lot pop-up is nice and big.

    Ah! That's a good thing then. So yes, we planned if for exactly that right from the start. *:P

    • Like 1
    • Yes 1
    • Haha 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    9 minutes ago, CaptCity said:

    Yes, but the text on the connection arrow pop-up is so 'tiny', and these 'old' eyes have a hard time with it sometimes.  :8)   The lot pop-up is nice and big. It's just an aesthetics thing with me... :yes:

    More aesthetic usages...

    x1wKgbim.png?1PgUnIbCm.png?1

    Depending on if you're coming or going...

    Similar to this, but as a 'pop-up'.

     

    I'm having a hard time fitting my monitor under my microscope. Could you please make the pics larger please. LOL, I wanted to make fun of the last ones like this but decided not too. And soon after they up sized themselves magically. .... I see the 3rd pic.:uhm: 

    • Like 1
    • Haha 1

    Kloudkicker
    Life's cold and I'm chillin
    Kloudkicker's Lot Creations
    Kloudkicker's Tech Tools, News and More

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    5 minutes ago, Kloudkicker said:

    I'm having a hard time fitting my monitor under my microscope. Could you please make the pics larger please. LOL, I wanted to make fun of the last ones like this but decided not too. And soon after they up sized themselves magically. ... I see the 3rd pic.:uhm: 

    Yes, I was just trying to save space, but now I realize I am contributing to my own problem... :8)

    They're bigger, now.

    • Thanks 3

    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    6 minutes ago, CaptCity said:

    Yes, I was just trying to save space, but now I realize I am contributing to my own problem... :8)

    They're bigger, now.

    Much better visually. *:yes:

    Ofc, in JPG format we could see bigger pics and reduce loading time. *;)

    • Yes 1
    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

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

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    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. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

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

    STEX Collections

    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