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CorinaMarie

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

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It was more of a quick-growth experienced in the residential zones around them immediately after plopping. Since it was something similar to what I've seen after plopping a park, I just refer to it as that. I've seen the same with other things but don't always know the actual references, so I just think 'happy sims'...  *:D

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13 minutes ago, CaptCity said:

It was more of a quick-growth experienced in the residential zones around them immediately after plopping. Since it was something similar to what I've seen after plopping a park, I just refer to it as that. I've seen the same with other things but don't always know the actual references, so I just think 'happy sims'...  *:D

That could be the "Transient Aura Effect" instead.

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7 minutes ago, Naomi57 said:

That could be the "Transient Aura Effect" instead.

Could be, now that you mention it. I remember back in the days of some RTMT testing, the same thing happened. I don't remember exactly, but that might be what it was attributed to. 

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    19 minutes ago, Naomi57 said:

    That could be the "Transient Aura Effect" instead.

    Ah. Good point. That could be inherited from being in the Transport OccupantGroups. *:golly:

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    Found this method to be pretty quick in setting up for the WSSNCOPFL

    600b4d4270fc9_EasySAM_WSSNC0PFL1.jpg.ec1b0a80df5f6b3796452b58bb1ea16a.jpg

    Lay SAM three tiles away from edge. Then finish to edge with road. 

    600b4d4d89865_EasySAMWSSNC0PFL2.jpg.9872ae7c39a0be63a25814170070aeea.jpg

    Accept connection to neighbor, demolish seconded to last road piece. 

    600b4d559dc05_EasySAMWSSNC0PFL3.jpg.795f409e204b77d462b9fab0807909f7.jpgLeft with this, 600b4d5d674e5_EasySAMWSSNC0PFL4.jpg.6a3c9fe12ab8be0e82d6a16725011d11.jpgfill in the gap with the street tool. 600b4d6697ca0_EasySAMWSSNC0PFL5.jpg.dce64154eb67d3c7235e7faa4e77a800.jpgNow you are ready for WSSNCOPFL.

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    Kloudkicker
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    2 minutes ago, Kloudkicker said:

    I don't know how to stop the grass color difference.

    Looks good as it shows exactly the use you illustrated for the short distance between the SAMFlex thingers. *:)

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    1 minute ago, CorinaMarie said:

    Looks good as it shows exactly the use you illustrated for the short distance between the SAMFlex thingers. *:)

    I just flipped thru the pics and noticed two vehicles are on the street tiles that are converted with your lots. Lucky timing!

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    Cori,

        could I just add a little definition about the term Cohort for those who haven't seen it before or in SC4 land? 

    In RL one use for the term Cohort (another thing the Romans did for us)  is a group of individuals who share (usually demographic) features. So, for instance, the "Millennials" or "Generation Z" cohort share the fact that they were all born in a given time period, (1995-2010 approx.) , have skills, medical traits, tastes and habits characteristic of that group.

    Similarly, in SC4 a Cohort is a TGI Filetype that has properties that hold for all Exemplars that refer to it - i.e. its a Group Exemplar. This allows a hierarchy of Cohorts and Exemplars (at the bottom) to be made where the properties of the Cohort cascade to the Exemplars below. A Exemplar can either just use the Cohort value or override it with a definition of its own. Example uses are Industrial and Commercial buildings, and most Automata.  These hierarchies can be arbitrarily deep but are at most three deep in vanilla SC4. 

    When making a set of props, for instance, that are largely identical in properties, one Cohort can be used to define all of the common properties, and the individual prop exemplars can be reduced to Cohort, Name and Model references. Additionally if the Cohort has the "Family" property all the children will belong in that Family. This can save quite some work and really cuts down on potential errors.

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    Hi CorinaMarie,

    Can I sign up as a tester for this one. It looks awesome. There used to be a way using underground curved rail but with my fresh install on a new PC and NAM41 installed it either doesn’t work anymore or I’ve forgotten the correct process! Happy to play around and report back any issues as is part of the deal.

    Cheers,

    siemanthepieman

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    15 minutes ago, siemanthepieman said:

    Can I sign up as a tester for this one.

    Sure thing. We believe it's really ready to go so you'll have to look at it hard to find any bugs. *:P

    We had gathered pics from the wonderful helpers in this thread and were just starting on the documentation to make a STEX release when a new comp was needed to be built. That sidetracked us and we haven't yet finalized this.

    I'll add you to the group PM so you can get the mod. It's attached at the bottom of the first post there. You can read all the other convo if you like too.

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    Is it still possible to acquire these, or just the models?

    I'd really like to try and use some of the overhanging props/models on the underbridge lots..

    indus.jpg.4009082899864606abf7d24800787d32.jpg

    So far I've been doing this as a work-a-round.

    Thanks.

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    5 hours ago, junspud said:

    Is it still possible to acquire these, or just the models?

    Yeah. We got side tracked on other projects, but this one is complete except for the documentation.

    Hang tight till tomorrow and we'll make sure we have the very latest files and attach them in this thread so anyone can download them.

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    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.

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