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CorinaMarie

Cori's Partial Water Bug Fix (Ready for Testing)

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This is a magnificent discovery, Cori! *:thumb:

You do have such a talent to find new inventive discoveries like this, and I know the past few days you've as ever been diligently delving into lots of things modding-wise to see what can be achieved. To have the dreaded water bug fixed in any form (even partially) is a marvellous achievement.

In terms of whether base textures are missing in the other data views, it seems a bit of a trade-off which may well be acceptable. To see the water bug on large lots is very noticeable, and I'm leaning towards thinking how each of them fixed in the various views would be ideal yeah.   Edit: I've changed my mind on this! See discussion below...

(In time I can imagine this is something we can integrate into our  ModPacc Zero  too.)


Anyone reading this topic do give Cori's mods a whirl, and I know she'd greatly appreciate feedback on this. *:)


  Edited by Cyclone Boom  
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Awesome discovery.
And step by step we will get rid of some of the most annoying bugs in the game.
But it's funny, because the effects you describe about using the "force zones", I have them every time I go into the Miscellaneous Transportation menu.
Every time I enter that menu, every lot on my city looses its base texture.
Probably nothing to do one thing with the other.
But if you find a way to solve the force zones thing, it may work to solve my problem as well ^_^
You can't imagine how hard it is to plop a bus station without knowing if there is a house on that spot or not. Several times I had to rezone areas do to a single bus stop *:rofl:

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    1 minute ago, Paulo S.M. said:

    Every time I enter that menu, every lot on my city looses its base texture

    That's bizarre. I don't recall hearing of that sort of bug. :O

    My guess is something in your Plugins is the culprit, but that is really me just trying to sound like I have some insight. *:lol:

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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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    5 minutes ago, CorinaMarie said:

    like I have some insight. *:lol:

    Don't be so modest about your knowledge.
    You know a lot about the game.
    Without many of your findings, most of us would still be on the middle age in the game ^_^  

     

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    5 hours ago, CorinaMarie said:

    Going into and out of pipes view then also becomes a secondary way to fix the water bug. *:golly:

    I think this is a better way to fix the effects of the bug - even if we dont quite know why/when it pops up - because the underground view is much faster to flick in and out of than the zones view. So for me I'd minimise the flag change to the fastest view(s) only so as not to make the cure worse than the curse.  

    It is quite strange though about how randomly it (the water bug) appears - makes me think that Force Zones flag is a late addition in an attempt to fix a bug they (Maxis) couldn't quite pin down.  They didnt reckon with one Cori finding that fix though. *:8) 

     

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    On 27/06/2021 at 12:01 AM, CorinaMarie said:

    Thoughts?

    Well ... two trains behind ... well here's my thought, Cori.
    Like many, the WaterBug annoys me. I even made a plugin with the help of @rivit to plant a Base-texture adaptable to the Terrain Mod to bypass the bug.
    I read, tested, checked, observed, the behavior of the elements of the city with the discovered property. Pfffuuuu !
    I did a lot of tests to understand/learn.
    Indeed [DataView: Force zones] in other panels causes very surprising behaviour. I saw a Maxis square lose its base-texture and produce transparency on the City Background (waterbug) and its neighbour (identical, same orientation on the grid) show the Terrain texture. The Golf maxis does not like to be "ForceZones" as well as some iteration of the baseball field ... !
    Finally ... to modify all the Exemplar Dataviews it is nevertheless a little annoying, beyond the fact that the bug appears for various display of the Data Panels, let us note that the NAM brings modification on its side on 5 or 6 Exemplar Dataviews.
    Personally, I think that I would support to see the bug when I display Datas, but that the display of the city is systematically done without, as soon as I leave the Data panels and Pipe tool, subway tool and subway building tool.
    All this to say that I implemented the [forceZones] property in the cohort file 0x4a0b6700 (a personal overload, of course!). All exemplars concerned point to this one.
    For a first test, it's a good one. With the NAM. With your "Park Aura" plugin !

    I assure you CB that it is bearable ;-)
    I used for my test. A Lot from which I voluntarily made absent the base-textrue. Missing dependency.
    This is what your discovery inspires me.

    Water bug nearly, partialy, ...  fixed ... !!?? "Allez, on en est pas loin ?"

    What do you think of it?

    scoty_ForceZone_dataview_cohort.dat

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    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

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    13 hours ago, hugues aroux said:

    What do you think of it?

    I've downloaded it and put it thru its paces. Nice work looking into this. *:thumb:

    I have one city tile where I plopped some dirt road trails and which do suffer from the water bug. For perspective here's how said water bug looks:

    7010b-4861.jpg

     

    Using your Cohort does remove the water bugged part:

    7010b-4862.jpg

    ^ And, as expected, the trade off is the zones show their underlying zoning and the water bugged textures simply disappear.

    As long as peeps don't mind these side effects, your Cohort method makes it quick to add that to all Data Views. Brilliant! *:ohyes:

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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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    Looks like I totally missed this one.

    15 hours ago, hugues aroux said:

    Personally, I think that I would support to see the bug when I display Datas, but that the display of the city is systematically done without, as soon as I leave the Data panels and Pipe tool, subway tool and subway building tool.

    Absolutely, I couldn't really care about temporary glitching in an area where it just doesn't cause me any great problems. Provided the dataviews still work and any texture glitches don't interfere with the data, then this is a non-issue for me.

    However, what I never could live with was having to constantly 'reset' the bug when playing, that was a deal breaker and has kept me away from the ALN paths, which I believe are essentially equivalent to those Cori used to highlight the problem. Having messed with every kind of hack I knew, mostly my foray into S3D based texture models, there still remains two scenarios I was never able to resolve. The first involves such fillers on any sort of even very modest slope, S3D's just don't handle that well. The second was specifically the kind of paths that I just mentioned, precisely because things like that work best over free-flowing landscapes, i.e. essentially again it's slopes that are the issue.

    So I definitely am going to play with your fix @hugues aroux, great idea linking it to a Cohort for simplicity. I know a lot of users won't like much editing the files necessary to expand this to every data-view, but it's no more than copy/pasting one Property into the custom NAM DataView exemplars, which is literally as easy as I can envisage would be possible. Everything the NAM doesn't cover, could be released in a ready-to-use DAT (if it isn't already), which could have instructions on how to apply it to the NAM files.

    But yeah, to sum up it looks like I might finally be able to have the sort of winding country footpaths and road tracks I've always wanted to be able to use. Fantastic work here @CorinaMarie, the 'like' isn't sufficient, we need a 'WOW" button to more accurately reflect how I feel about some of your findings.

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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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    16 minutes ago, rsc204 said:

    we need a 'WOW" button

    I support this motion!

    Yep, releasing this patch on the cohort allows all plugin creators to stop worrying if it's compatible with this or that plugin. It would be really amazing if someone made a plugin that overwrites this cohort ;-) There aren't many plugins that alter/overload DataViews already.
    We'll be able to have fun with a lot of new and old plugins without base-textures. Yippee ...  

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    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

    >> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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