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Cyclone Boom

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5 hours ago, Ulisse Wolf said:

Exactly. There are two methods.

The first is to copy simcity_1.dat contained in the CAM zip file. 
The second is to use a DLL mod that replaces the values without modifying simcity_1.dat

Great. Which DLL mods fix the RCI bugs. SC4Fix.dll?

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4 hours ago, Null 45 said:

It is another exemplar patching DLL that memo created: CAM_2.1.0_Stand_Permanent.memo-exemplar-patch.zip

To clarify, in addition to the Exemplar Patch file, this requires the Submenus DLL which implements generic Exemplar Patching and its dependency SC4ResourceLoadingHooks DLL. For the CAM version that is currently available with sc4pac (CAM:colossus-addon-mod), I've included the patch in the metadata, so that CAM can be installed into Plugins just like any other mod, as long as the game version is 1.1.641.

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Is there a way to define the Building Style set for all cities within a region instead of city by city?


SC4 Dictionary   690711f9d5161_LEXFiles.jpg.2b0e1a1a7f3d32928c39be4237a1b8ff.jpg

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28 minutes ago, simmering said:

Is there a way to define the Building Style set for all cities within a region instead of city by city?

Not as far as I am aware, the styles are per-city information.

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2 hours ago, DangPhuong said:

Any one know why some building is blue like this?

simcityimg.jpg

Originally, Maxis designed the night view of the game buildings as a semi-transparent layer of lit windows and some lights, to be shown over the day texture, hence reducing the demand for disk space and RAM when running the game, but the look of it was a bit lackluster, particularly because the lights didn't illuminate the surrounding surfaces. To simulate dawn and dusk, the game applies and removes the night layer randomly to an increasing number of buildings, making it look as if they were turning their lights on and off bit by bit, instead of having the entire city lit at once.

Trying to fix this, BATters developed several techniques, the most known one being TruNite, to replace the semi-transparent night layer with a fully opaque layer of the building, completely rendered in a night scene. This both demanded more resources when running the game, and made BATters spend double the time rendering their buildings, but looked much better and became very sought for. The dawn and dusk scenes, which depend on a slow gradient of colours applied over the entire scene, aren't compatible with this TruNite (and then DarkNite) buildings, because they include their fully rendered night scenes, so they always look either light by the sun or in full night.

A related problem arises when using TruNite buildings with the DarkNite mod, or viceversa: as the buildings are fully rendered in a different configuration, they appear as too light or too dark for their night environment.

There's no real solution to this, is just a compromise to have more detailed night views of buildings, and most new custom buildings are rendered in this way, so dusk and dawn views have became more or less incompatible with a modded game at this point.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

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I noticed that agricultural zones stop to grow when city have more than 30k people, approximately. o.O
Doesn't matter what I do, even with "super demand" mod, I continue with empty agricultural zones. If I demolish a lot of residencial builds, reducins population, the zones growing! :uhm:
This is a standart behavior of the game? Is it possible change this? *:???:

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"Nenhum sucesso no mundo compensa o fracasso no lar." - "No other success can compensate for failure in the home."
Como fazer da sua família um time de sucesso! - How to make your family a successful team!
 

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4 hours ago, carlosmarcelo said:

I noticed that agricultural zones stop to grow when city have more than 30k people, approximately. o.O
Doesn't matter what I do, even with "super demand" mod, I continue with empty agricultural zones. If I demolish a lot of residencial builds, reducins population, the zones growing! :uhm:
This is a standart behavior of the game? Is it possible change this? *:???:

Yes, it's included in the game.

There are some mods that raise this cap, like SPAM and CAM, but still, the economic simulation is premised on agricultural development basically stalling at that point, so you could find some weird results.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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12 hours ago, carlosmarcelo said:

I noticed that agricultural zones stop to grow when city have more than 30k people, approximately. o.O
Doesn't matter what I do, even with "super demand" mod, I continue with empty agricultural zones. If I demolish a lot of residencial builds, reducins population, the zones growing! :uhm:
This is a standart behavior of the game? Is it possible change this? *:???:

I found there is one of the two plopable buildings in this mod https://www.sc4evermore.com/index.php/downloads/download/21-other/39-bsc-census-repository-building-by-ripplejet,
it will give you a 30000 IR(Farm) cap relief. Its a 2x2 building.
Be sure to read the detailed readme HTML file found in side the DL, it has great information.

So say you have 90000 sims living in your city and you want to grow farms again, then you will need to plop 4 of these census buildings to get over the 90000 cap you are currently at. Plopping 4 will in turn give you a 120000 cap relief. Allowing you to grow farms until you reach 120000 sims in the city. 

Once your done growing farms, you may bulldoze the census buildings since they are not needed any more.

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It’s actually very intentional, farms were added as a means to grow R$ population in the early part of the game. Maxis made the demand cap start at 30k, but your combined Res, Com and Ind population all fulfil this cap. Yes you can get around it with cap relief, in fact it is literally the only solution. The problem is that the higher your population, the higher the cap relief needed and it can get very high. As such it’s best to build farms before you grow a city too much, heck this should be rural not in the middle of the metropolis right? Even then some healthy cap relief is useful. Or brute force the problem by giving so much cap relief you should never reach it. There is a download on the STEX that does this. 

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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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22 hours ago, carlosmarcelo said:

Is it possible change this? *:???:

Yep. I used the single one for I-R from this set:

 

And it works perfectly. I seem to recall it's invisible so I usually put it in one of the corners so I could find it should I want to bulldoze it.

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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

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Thanks for all! I will use yours suggests! *:yes:

5 hours ago, rsc204 said:

As such it’s best to build farms before you grow a city too much, heck this should be rural not in the middle of the metropolis right?

Yes, this is makes sense! But I started a city (large tile) wanting combine around 60% agrilcuture and 40% others builds when I noticed this cap. I would like up it a few population.

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"Nenhum sucesso no mundo compensa o fracasso no lar." - "No other success can compensate for failure in the home."
Como fazer da sua família um time de sucesso! - How to make your family a successful team!
 

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Hi everyone,

Quick question, what is the length of a runway in the biggest airport. And what would be the conversion in SC4 grid ?

Thanks !


Albireo38

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17 minutes ago, albireo38 said:

Hi everyone,

Quick question, what is the length of a runway in the biggest airport. And what would be the conversion in SC4 grid ?

Thanks !

Just occupying a large city should be enough to have a runway that has the capacity to handle all types of aircraft 

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2 hours ago, albireo38 said:

Hi everyone,

Quick question, what is the length of a runway in the biggest airport. And what would be the conversion in SC4 grid ?

Thanks !

You can google the longest runway on your own, but just so you know how to translate that into SC4:

  • A single grid tile is supposed to be 16 x 16 meters.
  • A large city is ≈ 4 x 4 kilometers.

Most airports have runways up to or under 3 kilometers, so a single large city tile should give you more than enough room.

Keep in mind that runway length doesn't have much to do with airport size -- larger airplanes do need a longer runway, but Hot and Heavy situations (i.e. places with thin air and/or warm weather) demand longer runways. That's why El Alto International Airport has a runway over 4 kilometers long (it's at 4,000 meters above sea level) while Buenos Aires's Aeroparque can get away with a runway of 2,690 meters.

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Do all DLL plugins only function when placed a the top-level of the `Plugins` folder (not in a subdirectory)? Is it just a fact of how the game loads DLLs?

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18 minutes ago, kegsmr said:

Do all DLL plugins only function when placed a the top-level of the `Plugins` folder (not in a subdirectory)? Is it just a fact of how the game loads DLLs?

Yep. I'm 99.94% certain I recall reading that they cannot be in a sub directory.

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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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8 hours ago, kegsmr said:

Do all DLL plugins only function when placed a the top-level of the `Plugins` folder (not in a subdirectory)? Is it just a fact of how the game loads DLLs?

Yes, the game code that loads DLLs does not search sub directories.

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1 hour ago, Null 45 said:

Yes, the game code that loads DLLs does not search sub directories.

Cool, thanks. I was wondering for my multiplayer program. It wasn't loading DLL plugins before I added a functionality that copies them to the top-level of the `Plugins` directory. Only problem is plugins such as the disable cheats one that requires an extra file to function. Gonna have to figure out a solution for that.

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18 minutes ago, kegsmr said:

Only problem is plugins such as the disable cheats one that requires an extra file to function. Gonna have to figure out a solution for that.

If you are referring to the INI file, you can just check if there is an INI file with the same name as the DLL. This is what SC4 does when loading any plugin DLL, simmaster07 documented that behavior in this post. 

In pseudo-code the copy algorithm would be something like:

for each dllPath in <dll plugins>
  copy dllPath
  string iniPath = change_file_extension(dllPath, .ini)
  if FileExists(iniPath)
    copy iniPath
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Can anyone remind me what is the policy for creating content which uses someone else's content?

Like, when I create a park which uses somebody else's textures or veggies?

Is credit enough or do I have to request permission from all authors involved?


The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

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33 minutes ago, TheMurderousCricket said:

Like, when I create a park which uses somebody else's textures or veggies?

When you upload your creation you write a list of Dependencies which are links to all other files peeps need to download. You don't include their actual textures, props, nor models in your package.

(What you create will have their items IIDs listed in the LotConfig Exemplar. The textures themselves do not get embedded by any lotting tool.)

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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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21 minutes ago, TheMurderousCricket said:

Can anyone remind me what is the policy for creating content which uses someone else's content?

Like, when I create a park which uses somebody else's textures or veggies?

Is credit enough or do I have to request permission from all authors involved?

You can create lots based on others models and props and textures and release the lot files and any building (in case of growable lots) or additional prop exemplars that you created in the process. You may not include any third party model and prop files or prop packs and textures that were not created by you, but you must link them as dependency.

You may give courtesy credit using these author's contents, but that's optional.

If you have permission to include model and texture files that were not created by you then you must give due credit to the original creator.

Otherwise happy creation time.

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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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Hi everyone,

quick question:

do you know if this entrance (Pegasus Pier) exists with parking area, I don't find the one without the parking. If not normally I can modify in SC4PIMX ?

Thank you

 

pier.jpg.ec6feabf03a7282e7f0855dd39f4f249.jpg


Albireo38

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Yeah I believe only the one with parking exists. But indeed you can modify lots in SC4 PIM as desired, for example to remove the parking. 

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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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 Can anyone help me with this missing cross texture? Mod name "urban cycleway pack" 

image.png

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3 hours ago, DangPhuong said:

Can anyone help me with this missing cross texture? Mod name "urban cycleway pack" 

Try this - I think its a missing overlay (just the path itself) in BSC textures Vol01 - I struck something similar on another lot and made these to fix the gap.

 BSC Textures Vol01 Missing.dat

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6 hours ago, rivit said:

Try this - I think its a missing overlay (just the path itself) in BSC textures Vol01 - I struck something similar on another lot and made these to fix the gap.

 BSC Textures Vol01 Missing.dat

Wow, it fix!! thank you very much!

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7 hours ago, rivit said:

Try this - I think its a missing overlay (just the path itself) in BSC textures Vol01 - I struck something similar on another lot and made these to fix the gap.

 BSC Textures Vol01 Missing.dat

10 hours ago, DangPhuong said:

 Can anyone help me with this missing cross texture? Mod name "urban cycleway pack" 

image.png

Errrrh... Please guys, ask me if you find anything regarding any of the BSC packs... that piece was deliberately removed from the BSC Textures Vol01. Actually it is not removed it is Re-IID'd as like many other old textures it belongs to a wealth family which makes it unusable on growable lots.**

BSC overlay test growable2.jpg

All four of those textures have been Re-IID'd. The reason why I removed the original ones, because I wanted to filter out as many lots that used the original conflicting overlays as it possible, so they can be updated.  

What are these lots (link to the upload) which having these overlays?

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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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