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Cyclone Boom

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So if anyone wants a Monorail version of the Sakuragicho Station, it's attached here:

8590_Sakuragicho_Sta_Mono_e7e79808.SC4Lot

Naturally it's been modded with modern Transit Switches and a capacity of 65k. I've also done some tweaking so it displays in English, but if your game is set to Japanese, you'll get the original Japanese text. Of course to use this lot, you'll need the original files, including the original El-Rail lot, since both the UI and Sound file included with the original, is not part of the attached file. But I've given this a unique ID so both can co-exist in your cities happily.

Likewise, here is a drop-in-replacement for Ill Tonkso's HSR Terminus with updated transit switches/modding:

NDEX_ITS_HSR_Terminus_f7f783f9.SC4Lot

  • Like 3
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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

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

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

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

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7 hours ago, rsc204 said:

So the one I was thinking of is Sakuragicho El-Rail station, which turns out was not BTM but El-Rail:

Sakuragicho_Station.jpg.3bd309f5e852c5abd2c138308351289f.jpg

It could be easily modded for monorail use instead of El-Rail, although it's not ideal visually, but elevated terminus stations are in short supply so no sense being too picky here. Other options include the HSR Terminus by IllTonkso and I think some of the stations released by Mattb325 may also fit the bill here, but that's really all I can think of.

As for where to get this Japanese station, the best I can do is say it was from TKK, perhaps one of our more knowledgeable members in the realm of Jap content can help decipher that, sadly this isn't the best organised part of my collection. @Tyberius06 / @art128, are either of you able to help?

If all else fails, I'll see about uploading it here, since it's a unique station.

Could you please put together a compressed with the sidewalks with power lines mod and its dependencies... I would appreciate it very much, I have spent many attempts looking for the dependencies but the links are down.


fsanchez

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    2 hours ago, rsc204 said:

    So if anyone wants a Monorail version of the Sakuragicho Station, it's attached here:

    Thanks a lot Robin :-)


    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    2 hours ago, rsc204 said:

    So if anyone wants a Monorail version of the Sakuragicho Station, it's attached here:

    Many thanks!!

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    2 hours ago, franyer said:

    Could you please put together a compressed with the sidewalks with power lines mod and its dependencies... I would appreciate it very much, I have spent many attempts looking for the dependencies but the links are down.

    Sorry no, since all the content in question is still available, it doesn't fall under our fair use policy regarding re-uploading lost content.

    In essence, some changes were made to the Hide and Seek site where most Japanese content is hosted, so a lot of old links are simply wrong, but everything is still there.

    Moonlights content (including the sidewalk mod) can all be found here.

    The Japanese Sidewalk Mod 2 (which includes the power lines) is located here.
    I think all the dependencies for that should be somewhere on Hide and Seek too, but if you are having problems with a specific one, let us know and we'll find a working link for you.

    • Like 3
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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

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

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

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

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    1 hour ago, rsc204 said:

    Sorry no, since all the content in question is still available, it doesn't fall under our fair use policy regarding re-uploading lost content.

    In essence, some changes were made to the Hide and Seek site where most Japanese content is hosted, so a lot of old links are simply wrong, but everything is still there.

    Moonlights content (including the sidewalk mod) can all be found here.

    The Japanese Sidewalk Mod 2 (which includes the power lines) is located here.
    I think all the dependencies for that should be somewhere on Hide and Seek too, but if you are having problems with a specific one, let us know and we'll find a working link for you.

    thank you if you can find links for dependencies


    fsanchez

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    56 minutes ago, franyer said:

    thank you if you can find links for dependencies

    It doesn't have any dependencies. Those stuffs which were listed above by RSC204 are decorative gameplay additions, but not part of the station. You only need the model which can be downloaded on the link what I provided in my previous post. 

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    53 minutes ago, Tyberius06 said:

    It doesn't have any dependencies. Those stuffs which were listed above by RSC204 are decorative gameplay additions, but not part of the station. You only need the model which can be downloaded on the link what I provided in my previous post. 

    - Tyberius

    I'm talking about the Sidewalk Mod Dependencies


    fsanchez

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    1 hour ago, franyer said:

    I'm talking about the Sidewalk Mod Dependencies

    NekoPropSet 01 is on the same page as the actual mod, the LRM is on the STEX and MAS71's packs are on the LEX, although the others are a bit trickier.

    Quote

    Traffic light animation Prop included in either "Continued Japanese-style signal" or "Continued Japanese-style signal 2" by Mr. N.
    (Japanese Signal Pack - contains both options)

    "NekoPropSet01" and "NekoPropSet03"

    aqua877 road sign Props

    Mas'71's MAS71 Props Pack Vol01 and MAS71 PropPack Vol03

    "Bicycle Pack" in Mr. Jimu's "Sapporo_SubwayStation"

    Sapporo_SubwayStation.zip
    Making an exception and posting this here. Reasons being, it's from Jim, by and large all his work is on Hide and Seek, however I've been seeking but it's bloody good at hiding if it's there. Honestly, I've been through every place it would make any sense for that to be hosted and my conclusion is, it's probably not.

    Since the streetlight uses Mr. mrtnrln's streetlight Prop, the following is required. LRM Prop Pack 01 You can also use the Prop included in the "Light Replacement Mod (LRM) v4.0 Mega Pack", but the light intensity of the streetlight at night is different from what we expected. Please use that area as you like. Please note the following when using "Light Replacement Mod (LRM) v4.0 Mega Pack". Do not apply T21 to roads or boulevards. The decoration will be strange in conflict with this mod. This mod requires only Prop, so there is no problem if you install LRM with "Install Props Only".

    I'll update this if I can locate the ones listed in red (currently missing). P.s., someone owes me a beer, because this is seriously one of the hardest digs I've ever done, seems like Google's de-indexed all of this since I last was on the hunt in 2016.

    LOL, DuckDuckGo just trounced Google finding NekoPropSet03, Google didn't give me a single (helpful) result even!, one to go (gave up, see attachment).

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

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

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

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

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    so i been playing with 10x10 grids for a while now and im burned out. looking for some layout inspiration and ideas if anyone has some or links/resources to any. thanks

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    Whilst the game is by default based on the grid system, typical of many US cities, with the Wide Radius Curves (WRC) and Fractionally Angled (FA) content of the NAM, you don't have to restrict yourself to grids anymore. I think I mentioned this before, but whilst in the original SimCity a very specific setup of 3x3 sized zones (9x9 tiles), was the most efficient and thus best method to maximise your population, SC4 is absolutely nowhere near as particular. Whilst there are no doubt plenty of examples, especially in the Show us Your... threads, the only real limitations are your imagination and how much time you are willing to spend designing things. Yes grids will always have a place, since even with all the magic, that's just the way things tend to grow, but I try to experiment and break the grid where possible, if nothing else but for additional variety and realism. Here's a few images I've posted over the years to give you some ideas:

    40326851661_501b6308ff_k.jpg

    Here I've broken the grid with a diagonal Avenue (including GLR), it is one of the simplest ways to start mixing things up.

    36406554875_51d156696f_k.jpg

    In this city, I started by creating a set of concentric ring-roads moving outwards from the centre of the city. The third major route (outer ring) is the Highway and as I've started to develop the suburbs, I've moved away from grids to more ad-hoc patterns seen in the top part. My general style is that transit comes first, then the zoning and 'infill' has to work around the way I've made my transport.

    35598867323_7c57f3e96c_k.jpg

    Even using mostly grids, by just not filling every inch of space with buildings and making use of empty spaces with interesting features, you can do some really impressive things. Again, heavy use of MMPs here really pulls everything together, lol this reminds me I used to have time to play SC4!

    36007469250_7a8239bd15_k.jpg

    Here's some of those FA-Roads in a rural area, they really make for more interesting and realistic looking scenes, especially when combined with non-gridded farms and MMP detailing.

    Lastly, check this tutorial video for the NAM, it shows how to make the WRC/FA networks with special drag patterns. Knowing how to do that, you'll soon find that you've a lot more options to increase the variety on offer and do things differently.

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

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

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

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

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    thank you for that, those are great. how much of that would you say is created by the sim running/developing and how much is custom plopping? also what is mmp? im not familiar with most of the acronyms.

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    59 minutes ago, nombex said:

    how much of that would you say is created by the sim running/developing

    100%, I use some fillers for decoration and finishing, but if you see it in one of my screenshots, then it was grown and is functional.

    59 minutes ago, nombex said:

    also what is mmp?

    Mayor Mode Ploppable. By default the game comes with 4 of 5 trees you can plant anywhere. Almost all of the custom detailing in the last two shots are only really possible using MMPs, which have been repurposed into a wide range of ploppable objects, from water, to the items used on the shoreline, vehicles, literally anything that is a model can be made into an MMP and hundreds of them, if not thousands exist to download.

    • Like 4

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

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

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

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

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    Is there a simple way to edit the terrain mod or tree controller to prevent trees from being placed on snow?  I can do it for cliffs, but not snow.

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    2 hours ago, monkeywater said:

    Is there a simple way to edit the terrain mod or tree controller to prevent trees from being placed on snow?

    Looking at Section 4 of @11241036's How to make/edit a tree controller guide, it seems that every Flora entry which are Type 6534284a and Group e83e0437 will have a property kSC4FloraPreferencesProperty with 256 reps. Set the last 16 reps to 0.000000 and that should prevent that particular flora from growing above the snow line. Do the same for every flora entry and that should take care of them all.

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    Chance favors the prepared mind. ― Louis Pasteur  
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    17 hours ago, rsc204 said:

    Lastly, check this tutorial video for the NAM, it shows how to make the WRC/FA networks with special drag patterns. Knowing how to do that, you'll soon find that you've a lot more options to increase the variety on offer and do things differently.

    has a lot changed since this video? was quite a while ago

     

    *a lot to remember there, would have to keep referring back to it

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    3 hours ago, nombex said:

    has a lot changed since this video? was quite a while ago

     

    *a lot to remember there, would have to keep referring back to it

    Most of the FA stuff for the Roads should be the same.  The biggest additions have been the addition of the Multi-Radius Curves (MRCs), which come in Draggable and FLEX forms, and expand the array of curve smoothness beyond what existed with the original Wide-Radius Curves (WRCs).

    -Tarkus

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    5 hours ago, nombex said:

    has a lot changed since this video? was quite a while ago

    As Tarkus mentions, just a load of new features have been added, but everything there still exists and works just like it always did.

    • Like 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.

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    Has anyone been able to run SC4PIM on a Win 10 computer??

    I downloaded the patches and extra .dll files and installed MS visual and get this error when starting:

    Traceback (most recent call last):
      File "SC4PIM.py", line 1, in ?
    ImportError: No module named SC4PIMApp

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    2 minutes ago, atsf189 said:

    Has anyone been able to run SC4PIM on a Win 10 computer??

    I downloaded the patches and extra .dll files and installed MS visual and get this error when starting:

    Traceback (most recent call last):
      File "SC4PIM.py", line 1, in ?
    ImportError: No module named SC4PIMApp

    Set compatibility for Windows XP SP3

     

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    still the same error when set compatibility for Windows XP SP3

    Thank You

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    Set compatibility isn't necessary for PIM-X, or usually SC4, if it hasn't helped, don't forget to switch it off again, since settings you don't need might actually cause you other issues.

    If you are both sure you have all the required .dll files and that SC4PIM can 'see' them, in the case of the latter, to be sure stick a copy of any such .dll files into the same folder where PIM is installed, it's probably a permissions issue. First try simply right clicking on the shortcut and selecting 'Run as Administrator, if this works you can tick the compatibility option to do this every time. If that doesn't help, make sure any 3rd Party Security software you have, such as AntiVirus/Malware, has SC4PIM whitelisted, so it doesn't interfere with it.

    • Like 1
    • 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.

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    8 hours ago, atsf189 said:

    Has anyone been able to run SC4PIM on a Win 10 computer??

    I downloaded the patches and extra .dll files and installed MS visual and get this error when starting:

    Traceback (most recent call last):
      File "SC4PIM.py", line 1, in ?
    ImportError: No module named SC4PIMApp

    For SC4 PIM like all the programs for SC4 it must be run as Admin (compatibility settings). I actually installed the MS dll's into 3 different locations (maybe 1-2 is unnecessary, but I didn't want to give it a chance not to work): Windows\System32, Windows\SysWOW64 and into the SC4 PIM install folder. I'm not sure if it's necessary, I might test it the next time I reinstall my Windows.

    - Tyberius

    • Thanks 3

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    4 hours ago, Tyberius06 said:

    I actually installed the MS dll's into 3 different locations (maybe 1-2 is unnecessary, but I didn't want to give it a chance not to work): Windows\System32, Windows\SysWOW64 and into the SC4 PIM install folder.

    .dll files are not intended to be installed standalone, they come as packages, such as the MS C++ Redistributable package. When installed like this correctly, it sets up the correct system links so all Apps on the system can use the .dll without having to worry about having them in the App's install folder for every app. Of course, MS thwarted my own attempts at linking to the packages rather than the individual .dll files, because they won't stop burying legacy files and f*ing with anyone's chances of downloading them anymore. But you probalby need SysWOW64 in this case, because it's a 32-bit App on a 64-bit OS, so System32 doesn't cut it anymore. However, without the registry links that advertise where they are, putting them in system folders won't help at all.

    • 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.

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    11 hours ago, Tyberius06 said:

    or SC4 PIM like all the programs for SC4 it must be run as Admin (compatibility settings). I actually installed the MS dll's into 3 different locations (maybe 1-2 is unnecessary, but I didn't want to give it a chance not to work): Windows\System32, Windows\SysWOW64 and into the SC4 PIM install folder. I'm not sure if it's necessary, I might test it the next time I reinstall my Windows.

    - Tyberius

    Tyberius

    Thanks for the reply. I added to both spots still not working.

    I did get the LotEditor to work after altering the directory paths.

    During install of PIM I added the following:

    GdiPlus.dll

    msvcp71.dll

    glut32.dll

    glu32.dll

    new_properties.xml

    multiarray.pyd

    vcredist_x86 MS visual

    vcredist_x64 MS visual

    There is a folder called library.zip in PIM directory that will not unzip it says:

    can not open file as archive

    PIM has same error:

    Traceback (most recent call last):
      File "SC4PIM.py", line 1, in ?
    ImportError: No module named SC4PIMApp

    Rob

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    14 hours ago, atsf189 said:

    Has anyone been able to run SC4PIM on a Win 10 computer??

    I downloaded the patches and extra .dll files and installed MS visual and get this error when starting:

    Traceback (most recent call last):
      File "SC4PIM.py", line 1, in ?
    ImportError: No module named SC4PIMApp

    Well I just figured it out.

    I had to remove the later versions of 

    MICROSOFT VISUAL C++ 2015 - 2022 RUNTIME x64

    MICROSOFT VISUAL C++ 2015 - 2022 RUNTIME x86

     

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    Does anyone know why now this happens to me when I move the camera with the secondary click, but it doesn't happen with the arrow keys?
    the only change I made recently was to organize the bat by folders, someone help me!image.png.0e472483664c4b7a928cf442a3289cb7.png


    fsanchez

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    I'm currently switching back from RHW to the classic Maxis highways and would like to know what is the most updated version of the asphalt texture mod? On NAM 36 I just selected that option, but before used the Thorvin mod with the Haljackey update, is there anything new?

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    4 hours ago, franyer said:

    Does anyone know why now this happens to me when I move the camera with the secondary click, but it doesn't happen with the arrow keys?

    It's a graphical issue, quite how your mouse would trigger that is a bit odd, but it could be a driver/mouse software issue. Especially if your mouse uses some software it may be 'interrupting' the system in a way that essentially hogs the CPU or other system resources. In essence, the mouse want's priority over the rest of the running system, whilst that doesn't take enough resources to directly trigger such problems, older games/code may not be able to work in tandem with it, leading to the game having to wait to refresh the display. Of course, it might equally be that the Mouse was interfering with the Videocard, it's drivers or DirectX in a similar fashion.

    If it still happens directly after clean-booting the system and running SC4 BEFORE opening any other apps, then you should look at the drivers/software for your hardware and see what Windows has updated, likely that would explain the change.

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

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

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

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

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    6 hours ago, franyer said:

    Does anyone know why now this happens to me when I move the camera with the secondary click, but it doesn't happen with the arrow keys?
    the only change I made recently was to organize the bat by folders, someone help me!

    i used to have this issue until i started using the SimCity 4 launcher. i wasted so much time trying to put custom parameters inside of steam. the only thing i cant do is get a huge resolution that matches my display so i went with the next one down 1920x1200

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