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55 minutes ago, memo said:

 

For the exact categorization rules used by the DLL, look here at the categorization source code (version 1.1.2), with these occupant group definitions. The occupant groups can also be found in the new_properties.xml.

These rules aren't set in stone. I will tweak them if I learn about miscategorizations that can be fixed. For example, I've just changed the Small Police submenu to exclude items from the larger police submenus. The health menus are a bit of an odd case, as I haven't seen a hospital yet that falls into the Large Hospital category.

Thank you!  I figured, at least for the RCI buildings, that it related to the Occupant Groups and I've been fixing them in Reader so far.  I may just rebuild some of the buildings in PIM-X anyway if it becomes too much of a hassle.  I wasn't sure if the Civic buildings used a different method, like a size cutoff (if that were possible).  But it all makes sense now.

Mattb325's Disease Research Center fits into the Large Hospital category, as it's coded as Health-Other.  It also holds 62,500 patients, so it definitely qualifies.  But his Diagonal Hospital is coded as just a regular Hospital or Health Building, so even though it holds 20,000 patients and has a gigantic radius, it's in the Small category.  Meanwhile, his other Modern Hospitals hold 32,000 patients and are coded as Large Hospital Buildings, and so they fit into your Hospital-Medium category.  I suspect even his buildings may need to be fixed in order to be coded properly.  

55 minutes ago, memo said:

If you fix the modding of some of the files, consider getting in touch with the STEX moderators to see if the files of the original upload can be updated with the fix.

I might.  So much of the stuff I've downloaded from here needed fixing.  For the past several months in my spare time I've learned from scratch how to do all of that and have been modding hundreds of files.  Most of it involves resetting the properties in PIM-X so the buildings will actually grow in a non-CAM game, since many early builders didn't even bother to consider if things would grow.  But also, I've fixed many, many ploppable buildings to turn them from Landmark Eyecandy into buildings with jobs or residents, or to turn Eyecandy into buildings that lower caps (Seraf's buildings are all major cap lowering buildings in my game), or even to fix the missing icons for buildings like Heblem's Target and Wallmart supercenters.

I have no problem sharing all or some of that work but I don't know if it'd be appreciated or not, given that I'm basically revising the original authors' files.

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@memo

I have tried everything to get these icons above the other 4 to the top of the menu.

Why will they not go to the top???

I tried negative numbers adjusting the plop cost.

menu.jpg.14c3882652d6bdf6b15cb71a1c62af24.jpg

 

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For the first IIRC there's possibly some sort of hardcoding, though I might be mistaken. The rest I wouldn't know, though I believe the Subway was lower in older NAM versions.

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@atsf189 To make the submenu buttons go up, you need to modify the Item Order property. This works with submenu entries, too. The lowest number you can enter is FFFF8000, which is a decimal value of -32768. Lowering the values will put it closer to the upper end of the menu. I suggest in order to make the submenu entries appear above the network buttons, you just start with FFFF8000, and continue with FFFF8001 and so on.


11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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2 hours ago, 11241036 said:

To make the submenu buttons go up

Does not seem to work here. The subway and elevated rail are positive numbers. 1000 and 2000 if I remember correctly.

I think it might be because they are network buttons. The button IDs are different and they have an unknown property that is not

in the submenu exemplar. Adding this property does not change the outcome though.

The other. 2 NAM entries are negative numbers around -256

If you try to add one of these submenus under the elevated rail button it will crash the game as it loads 

the city tile. I have been experimenting with the light rail menu

@memo

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    On 5/14/2024 at 7:27 AM, Kel9509 said:

    Mattb325's Disease Research Center fits into the Large Hospital category, as it's coded as Health-Other.  It also holds 62,500 patients, so it definitely qualifies.  But his Diagonal Hospital is coded as just a regular Hospital or Health Building, so even though it holds 20,000 patients and has a gigantic radius, it's in the Small category.  Meanwhile, his other Modern Hospitals hold 32,000 patients and are coded as Large Hospital Buildings, and so they fit into your Hospital-Medium category.  I suspect even his buildings may need to be fixed in order to be coded properly.  

    Thanks. I may need to revisit the health menus. Generally, I think dividing the categories by capacity or radius should be possible as well. It's just less clear which capacities to choose for each category.

    On 5/14/2024 at 7:27 AM, Kel9509 said:

    I have no problem sharing all or some of that work but I don't know if it'd be appreciated or not, given that I'm basically revising the original authors' files.

    IMHO, if it clearly resolves modding errors while maintaining the spirit of the original plugin, there's nothing not to be appreciated about it. It's better to fix an issue once for everyone than everyone having to fix it and keeping it to themselves.

    20 hours ago, atsf189 said:

    I tried negative numbers adjusting the plop cost.

    The NAM sets the Item Order of the Lightrail tool to 0x88888889, which is a very low negative number. It is contained in the file NetworkAddonMod_Misc_Transit_Menu_Adjustment.dat. Here I've assigned an even smaller number (0x88888880) to the bus menu:

    2024-05-15_20_38_47.png.9dc4a2cd6f8f9bdbffef67827e937194.png

    For Flora, Networks and Submenus, Item Order seems to lie in the range 0x80000000 < 0 < 0x7fffffff. For buildings, Item Order has a different order of magnitude. Buildings are sorted according to the formula "Item Order * 0x10000 + Plop Cost", so the usable range of Item Order for buildings is 0xffff8000 < 0 < 0x00007fff.

    To avoid an inflation and competition for the top spot, my advice would be to avoid the low negative numbers for publicly shared submenus. IMHO, the standard submenus should be at the top (as they are likely to contain most sub-submenus) and custom submenus should usually follow below that.

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    On 5/14/2024 at 1:27 AM, Kel9509 said:

    I have no problem sharing all or some of that work but I don't know if it'd be appreciated or not, given that I'm basically revising the original authors' files.

    The approach we've settled on for now is to provide the fix as an additional file alongside the download, instead of directly overwriting the additional file. I think in general we'd address this on a case-by-case basis, although personally I'm in agreement with memo that it makes sense to just directly update the file for bug fixes.


    Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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    5 hours ago, memo said:

    The NAM sets the Item Order

    Thank you that got them all on top.

    The NAM was messing me up I think.

    What do you use to convert from hex to decimal numbers. I have been using this website:

    https://www.rapidtables.com/convert/number/hex-to-decimal.html

    This might be part of my trouble it claims 0x88888880 is decimal -2004318080

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    21 minutes ago, atsf189 said:

    This might be part of my trouble it claims 0x88888880 is decimal -2004318080

    That is accurate for a Sint32 (signed 32-bit integer), as an Uint32 (unsigned 32-bit integer) it would be 2290649216. The built-in Windows calculator (on win10+) has a Programmer mode that can be used to convert values between hex and Uint32, Reader version 1.5.4 also has that in its property edit dialog.

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    15 hours ago, Null 45 said:

    -2004318080

    Thank You

    I can not believe that they used such a large/low - negative number. I only went as low as -9000 when I was messing around.

    I was looking at the wrong exemplar anyway. Reader version 1.5.4 dose what I need by clicking the int button I can

    see it in decimal since hex is confusing to me.

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    I'm working on some Exemplar Patches for certain lots, in order to add them to existing submenus included in this mod.  Mainly park lots.  There's a lot of "sports grounds" that can be added to the submenu of the Parks-Sports Grounds, for instance.

    My question is, if I upload that Exemplar Patch here, where should it go?  In the Game Mods section?  It applies an existing submenu structure from this mod, and it is a "mod" to the existing lots, so I suppose Game Mods would work.  Just want to be sure.

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    I think we should wait for a consensus on how the menus will be laid out. For example, should path sets be further subdivided by the particular set, like PEG Pine Paths vs BSC Parks vs Big Paeng Theory.

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    I was organizing KingofSimcity's sports complexes in his Community and Regional Park Packs 1 and 2.  There's just a lot of sports complexes there that I thought would fit.  

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    So it appears that the mod that moves the vanilla parks to the bottom of the menu is overriding all but one of the submenu categories. It shouldn't be since everything is in dat files and the submenu dats are in a subfolder, so maybe there's something else at play.

    Also, I've made cities that are just collections of the canal and waterfront lots I found that should be in submenus but aren't. I don't know if that helps any, though...

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    On 23/05/2024 at 4:44 AM, Kel9509 said:

    I'm working on some Exemplar Patches for certain lots, in order to add them to existing submenus included in this mod.  Mainly park lots.  There's a lot of "sports grounds" that can be added to the submenu of the Parks-Sports Grounds, for instance.

    I think since it would be an optional mod, at this point there is no issue with releasing it for those that want the functionality it contains. Ultimately, beyond the 1st Level users will be free to choose from whatever options are made available. Whilst I don't think there will be a single solution that everyone sees as perfect, it won't hurt to have choices.

    8 minutes ago, Wiimeiser said:

    So it appears that the mod that moves the vanilla parks to the bottom of the menu is overriding all but one of the submenu categories. It shouldn't be since everything is in dat files and the submenu dats are in a subfolder, so maybe there's something else at play.

    That only stands up if the Item Order property is set correctly, sans conflicting Exemplars load order doesn't enter into the equation.

    8 minutes ago, Wiimeiser said:

    Also, I've made cities that are just collections of the canal and waterfront lots I found that should be in submenus but aren't. I don't know if that helps any, though...

    Frankly just mentioning it generally isn't all that helpful. In order to see what is happening we need to know which specific lots from which specific sets aren't behaving as intended. Armed with that data we can easily confirm if there is some bug or reason for why these particular lots don't end up in the SubMenus.


    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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    15 hours ago, rsc204 said:

    Frankly just mentioning it generally isn't all that helpful. In order to see what is happening we need to know which specific lots from which specific sets aren't behaving as intended. Armed with that data we can easily confirm if there is some bug or reason for why these particular lots don't end up in the SubMenus.

    I think it's just that they don't have the proper OccupantGroups... That said I could share the cities and/or some screenshots over Discord, or I could make a list.

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    The easiest thing would just to make a list of lots. If they don’t have the right Occ. Groups though, there isn’t going to be a good way for lots to be automatically included. So either the Occ. Groups need updating or they need to be explicitly added to a given SubMenu.

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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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    I have a lot of Church lots and I'd like them to be a submenu of the Rewards menu, since most of them are found there anyway by default.  If I make a Church submenu underneath the Rewards menu, will there by any issues (like Rewards not appearing properly when meeting their conditions)?

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    4 hours ago, Kel9509 said:

    I have a lot of Church lots and I'd like them to be a submenu of the Rewards menu, since most of them are found there anyway by default.  If I make a Church submenu underneath the Rewards menu, will there by any issues (like Rewards not appearing properly when meeting their conditions)?

    There shouldn't be any problems with rewards not appearing. It can happen though that the submenu appears empty if none of the rewards have been unlocked yet (in other words, this empty submenu is not hidden).

    I've been considering to include the Religion submenu (0x26EB3057) in the next version of the DLL, as churches and cemeteries do make use of occupant groups suitable for auto-categorization. I'd probably put it in the landmark menu due to the way the scroll position is not saved for the Reward menu (this doesn't affect submenus of the Reward menu however). To avoid displaying an empty submenu, I'm going to try to make a grayed-out version of the Maxis churches appear when they are not unlocked, but I haven't looked into how that works.

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    I think there's a dual system given that lots can be just locked, or completely hidden, like with MML-hidden lots. Thinking about it, it might even be similar to Starcraft II's requirements system, at least in concept, except coded in lua instead of xml. Though you should probably ask someone else about that as I'm not familiar with SC4's equivalent beyond how to fix the Area 5.1/Air Force Base conflict.

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    7 hours ago, memo said:

     I'm going to try to make a grayed-out version of the Maxis churches appear when they are not unlocked, but I haven't looked into how that works.

    Basically there are four states for an Icon/Item, one of which is unavailable, however certain items can also be hidden, so it sounds like you just need to work out how to unhide such lots, so they appear but as unavailable selections.


    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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    15 hours ago, memo said:

    I've been considering to include the Religion submenu (0x26EB3057) in the next version of the DLL, as churches and cemeteries do make use of occupant groups suitable for auto-categorization. I'd probably put it in the landmark menu due to the way the scroll position is not saved for the Reward menu (this doesn't affect submenus of the Reward menu however).

    I definitely think Churches and Cemeteries need a submenu.  Most occupant groups might, actually.  I have a ton of Courthouses as well that I was going to group similarly.

    I don't mind those items showing up in the Landmarks menu, even if they're rewards.  So long as they retain their "reward" status and are unselectable but visible until you meet the conditions.  If the only way to do that is to keep them in the Rewards menu, then notwithstanding the scroll position being unsaved (which would make a nice fix for a DLL mod if possible) it'd still be worth having the submenu.

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    23 hours ago, memo said:

    I'm going to try to make a grayed-out version of the Maxis churches appear when they are not unlocked, but I haven't looked into how that works.

    I was just looking into the conditional building system as part of decoding its status flags. Whether a building appears greyed out in the Reward menu is controlled by the condition variable in the reward's LUA entry, most of SC4's built-in rewards are defined in IID 0xffa8f301 in SimCity_1.dat. The reward condition function has 2 return values that control if the disabled item is shown in the menu:

    1. A return value that is an advice LTEXT string (e.g. [[text@aa81d58c]]) will show the item greyed out in the Rewards menu with the specified string used as the item tool tip.
    2. A return value of reward_state.HIDDEN will cause the item to not be displayed in the Rewards menu until the conditions required to enable it are met.
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    I had an idea last night, but couldn't post it because my internet was down due to extreme weather: With the Parks Menu, Maxis lots should go directly into the main submenus and custom lots should ideally go into sub-submenus. "Open Grass Area" should be in the Modular Parks submenu (as it's technically a modular park; in particular, the SFBT Medium Wealth Paths use it as their filler and don't have one of their own)

     

    19 hours ago, Null 45 said:

    I was just looking into the conditional building system as part of decoding its status flags. Whether a building appears greyed out in the Reward menu is controlled by the condition variable in the reward's LUA entry, most of SC4's built-in rewards are defined in IID 0xffa8f301 in SimCity_1.dat. The reward condition function has 2 return values that control if the disabled item is shown in the menu:

    1. A return value that is an advice LTEXT string (e.g. [[text@aa81d58c]]) will show the item greyed out in the Rewards menu with the specified string used as the item tool tip.
    2. A return value of reward_state.HIDDEN will cause the item to not be displayed in the Rewards menu until the conditions required to enable it are met.

    So it's not like Starcraft 2 at all, at least not with the "show" functionality. But, would overriding the lua be possible?

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    38 minutes ago, Wiimeiser said:

    But, would overriding the lua be possible?

    I would assume that it can be overridden like most other records in the game, but I don't know.

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    Indeed you can add items or otherwise modify the scripts with overrides. After all this is necessary to create a reward type lot if not overriding one of the originals. 


    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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    On 2/25/2024 at 2:27 AM, memo said:

    A DLL plugin for SimCity 4 that

    • enables submenu functionality: This DLL is a dependency for other submenu-compatible plugins.
    • adds submenus for Plazas, Green Spaces and Sports Grounds to the Parks menu

    Download: https://community.simtropolis.com/files/file/36142-submenus-dll/

    Source code: https://github.com/memo33/submenus-dll

    The DLL dynamically creates new submenus by checking for some new exemplar properties, for example in the building exemplars of ploppable lots. This allows anyone to create additional submenus for their lot sets. The modding details are described in the Readme file.

    Currently, there are just the three parks submenus. Hopefully, in a community effort, we can update the most popular lot sets to use submenus, in no time.

    parks-submenus-animation.gif

     

    Draft for a standard set of 1st-level submenus:

    (Comments welcome.)

      Earlier drafts (Reveal hidden contents)

     

    1st draft (2024-03-03):

    Flora:

    • Deciduous Trees
    • Coniferous Trees
    • Palm Trees
    • Bushes
    • Flowers
    • Non-Flora (ploppable water, rocks, people, …)

    Rail:

    • Passenger Stations
    • Freight Stations
    • [Sidings and Spurs] (yards, non-functional lots)
    • Monorail/HSRP Stations

    Misc Transport:

    • Bus
    • GLR
    • El-Rail
    • Subway
    • Multi-modal Stations (arguably these could be added to all of the above menus instead)
    • Parking
    • [bikepaths, access roads, alleyways]
    • [signs, lighting]

    Airport:

    • … (the airport menu consists mainly of lot sets that maybe don't need standard menus, but can come with their own submenus(?))

    Seaport:

    • Ports and Ferry Terminals
    • [Marinas]
    • Seawalls
    • Canals

    Power:

    • Fossil/Nuclear
    • Renewable
    • Substations/Poles/Misc

    Water:

    • Water Towers
    • Water Pumps
    • Water Treatment

    Garbage:

    • … (maybe none?)

    Police, Fire, Health:

    • Small
    • Medium
    • Large

    Education:

    • Elementary Schools
    • High Schools (including private schools)
    • Higher Education
    • Libraries and Museums (to split or not to split(?))

    Landmarks:

    • Government
    • Theaters (Operas, Cinemas)
    • Religion (Churches, Cemeteries)
    • Ploppable CS (possibly split further into gas stations, hotels, restaurants, …)
    • Ploppable CO
    • Ploppable Farms
    • Ploppable Industry

    Parks:

    • Green Spaces
    • Plazas
    • Sports Grounds
    • Paths/Modular Parks (these all come in sets and should each get their own sub-submenus)
    • Embankments (retaining walls)
    • Fillers (IRM Fillers, diagonal fillers, roundabout fillers, etc.)

    The categories in brackets might not really be needed or could be reworked to make them more concise.

     

    2nd draft (2024-03-07):

    Flora:

    • Trees
    • [Seasonal Trees]
    • Bushes
    • Flowers (Are there many flowers? They could be merged with bushes.)
    • [Natural Items] (ploppable water, rocks, …)
    • [Artificial Items] (people, cars, …)

    Commercial Zone:

    • Ploppable CS low density (alternatively separate by wealth instead of density?)
    • Ploppable CS medium density
    • Ploppable CS high density
    • Ploppable CO low density
    • Ploppable CO medium density
    • Ploppable CO high density

    Industrial Zone:

    • Ploppable Farms
    • Ploppable Industry Dirty
    • Ploppable Industry Manufacturing
    • Ploppable Industry High-Tech

    Rail:

    • Passenger Stations
    • Freight Stations
    • [Yards] (non-functional lots, sidings, spurs)
    • [Hybrid Railway Stations] (could be added by NAM instead, since NAM would be required)
    • Monorail/HSRP Stations (HSRP could be a separate menu added by NAM)

    Misc Transport:

    • Bus
    • GLR
    • El-Rail
    • Subway
    • Multi-modal Stations
    • Parking
    • [bikepaths, access roads, alleyways]
    • [Signage] (signs, billboards, lighting)

    Airport:

    • … (should be added by airport mods instead)

    Seaport:

    • Ports and Ferry Terminals
    • [Marinas]
    • Seawalls
    • Canals

    Power:

    • Dirty Energy
    • Clean Energy
    • Substations/Poles/Misc

    Water:

    • Water Supply
    • Water Treatment

    Garbage:

    • [Disposal]
    • [Recycling]

    Police:

    • Small
    • Medium
    • Large
    • [Jails]

    Fire:

    • Small
    • Medium
    • Large

    Education:

    • Elementary
    • High Schools (including private schools)
    • Higher Education
    • Libraries and Museums

    Health:

    • Small
    • Medium
    • Large

    Landmarks:

    • Government
    • Entertainment (theaters, operas, cinemas, stadiums, night clubs, etc.)
    • Religion (Churches cemetries)

    Parks:

    • Green Spaces
    • Plazas
    • Sports Grounds
    • Paths/Modular Parks (these all come in sets and should each get their own sub-submenus)
    • Embankments (retaining walls)
    • Fillers (IRM Fillers, diagonal fillers, roundabout fillers, etc.)

    The categories in brackets may be added in the future if there is a need for them, but may not be needed for the first release.

     

    3rd draft (2024-03-14):

    Flora:
    - Trees
    - [Seasonal Trees]
    - Bushes
    - Flowers
    - [Natural Items] (ploppable water, rocks, …)
    - [Artificial Items] (people, cars, …)

    Commercial Zone:
    - Ploppable CS$
    - Ploppable CS$$
    - Ploppable CS$$$
    - Ploppable CO$$
    - Ploppable CO$$$

    Industrial Zone:
    - Ploppable Farms (0xC220B7D8)
    - Ploppable Industry Dirty
    - Ploppable Industry Manufacturing
    - Ploppable Industry High-Tech

    Rail:
    - Passenger Rail Stations (0x35380C75)
    - Freight Rail Stations (0x3557F0A1)
    - Yards (0x39BA25C7) (non-functional lots, sidings, spurs)
    - [Hybrid Railway Stations] (0x2B294CC2) (could be added by NAM instead, since NAM would be required)
    - Monorail Stations (0x3A1D9854) (HSRP could be a separate menu added by NAM)

    Misc Transport:
    - Bus (0x1FDDE184)
    - GLR (0x26B51B28)
    - El-Rail (0x244F77E1)
    - Subway (0x231A97D3)
    - Multi-modal Stations (0x322C7959)
    - Parking (0x217B6C35)
    - [bikepaths, access roads, alleyways]
    - [Signage] (signs, billboards, lighting)

    Airport:
    - … (should be added by airport mods instead)

    Seaport:
    - Ports and Ferry Terminals (0x07047B22)
    - [Marinas]
    - Seawalls (0x1CD18678)
    - Canals (0x03C6629C)
    - [Waterfront] (industrial/commercial)

    Power:
    - Dirty Energy
    - Clean Energy
    - Substations/Poles/Misc

    Water:
    - Water Supply
    - Water Treatment

    Garbage:
    - [Disposal]
    - [Recycling]

    Police:
    - Small (0x65D88585)
    - Medium (0x7D6DC8BC)
    - Large (0x8157CA0E)
    - [Jails]
    - [Military]

    Fire:
    - Small (0x868E0F99)
    - Medium (0x91A8F38E)
    - Large (0x9E60B665)

    Education:
    - Elementary (0x9FE5C428)
    - High Schools (0xA08063D0) (including private schools)
    - Higher Education (0xAC706063)
    - Libraries and Museums (0xAEDD9FAA)

    Health:
    - Small (0xB1F7AC5B)
    - Medium (0xB7B594D6)
    - Large (0xBC251B69)

    Landmarks:
    - Government
    - Entertainment (theaters, operas, cinemas, stadiums, night clubs, etc.)
    - Religion (Churches cemetries)
    - …

    Parks:
    - Green Spaces (0xBF776D40)
    - Plazas (0xEB75882C)
    - Sports Grounds (0xCE21DBEB)
    - Paths/Modular Parks (0xDEFFD960) (these all come in sets and should each get their own sub-submenus)
    - Embankments (0xBB531946) (retaining walls)
    - Fillers (0xF034265C) (IRM Fillers, diagonal fillers, roundabout fillers, etc.)
    - …

    The categories in brackets may be added in the future if there is a need for them, but may not be needed for the first release.

     

    4th draft (2024-05-11) for menus that are not part of a release yet:

    Flora:
    - Trees
    - [Seasonal Trees]
    - Bushes
    - Flowers
    - [Natural Items] (ploppable water, rocks, …)
    - [Artificial Items] (people, cars, …)

    Misc Transport:
    - [bikepaths, access roads, alleyways]
    - [Signage] (signs, billboards, lighting)

    Seaport:
    - [Marinas]

    Water:
    - Water Supply
    - Water Treatment

    Garbage:
    - [Disposal]
    - [Recycling]

    Fire:
    - [Small] (0x868E0F99)
    - [Medium] (0x91A8F38E)
    - [Large] (0x9E60B665)

    Landmarks:
    - Government
    - Entertainment (theaters, operas, cinemas, stadiums, night clubs, etc.)
    - Religion (churches, cemetries)
    - …

    Some of these categories may be added in the future if there is a need for them, but may not be needed for the first release, or there isn't a clear consensus for them yet.
     

     

     

    Im using version 1.1.2 .   Everything looks great until I started going though Landmarks.   I'm missing 35-40% of my Landmarks and there is nothing showing 1,2,3,4 for sub-menus for Landmark.

    For Seaport stuff I have sub-menu 1,2,4 but 3 is missing.

     

    I removed the Industrial and Commercial folder and all my Landmarks that were missing are now showing up in game

     

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    On 4/13/2024 at 1:27 PM, memo said:

    A building is automatically categorized and moved into a matching submenu only if a custom submenu hasn't already been set in the building's exemplar file. So if you created submenus for some of your buildings, all of them would be unaffected by the auto-categorization.

    I have made some progress on the implementation. For example, my commercial menu now contains submenus for functional landmarks with commercial jobs (with placeholder icons, for now). As long as a building was correctly modded with PIM-X, it is moved into the menus automatically. The educational menu now has submenu buttons as well (elementary schools, high schools, higher education, libraries & museums) and all existing educational content should fall into one of those categories, so would appear in one of the submenus instead of the top-level menu.

    2024-04-13_21_50_39.jpg.19176f3de9fbfbdda7d91cbbd83bd095.jpg 2024-04-13_21_50_55.jpg.1cd99ad66251c77c04cf92d71fdb00a4.jpg

    I've also implemented this auto-categorization for the police, health and power menus as well as various transport menus.

    For some of the other proposed standard submenus (e.g. canals), the corresponding items do not hold enough relevant data to correctly categorize them automatically, so those items still need to be moved explicitly.

    Do you have examples of ploppable residential landmarks? I'd like to inspect their modding to see if they could be auto-categorized as well.

    Personally, I don't have intentions of creating such a program. I think what we're trying to do here with the standardization of level-1 submenus has the potential for creating a system that mostly works for everyone out of the box (if popular lot sets are updated with level-2 submenus), which should reduce the need for such a program.

     

     

    I did not see this post, up to page #6 is from February

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    I've just uploaded version 1.1.3 of the DLL including the following changes:

    • added 3 new submenus: Government, Churches & Cemeteries, Entertainment
    • improved categorization of hospital and police submenus (in particular, any hospital with a capacity larger than 20k is now in the large category)
    • moved transit submenus to the top (above NAM items)
    • The Reward menu now restores the scroll position when the menu is re-opened.

    The three new submenus are located in the landmarks menu. In a vanilla game, these submenus mostly just contain reward lots, but custom buildings fitting these categories are rarely conditional buildings. That's why I modded these menus such that the (conditional) reward buildings still appear in the Reward menu as well, so that one can easily find them when they get unlocked.

    For the Church submenu, I made it so that the Maxis churches are non-hidden in the submenu (but hidden in the Reward menu, as usual) to avoid a near-empty menu. This uses the "Item Button Class = 8" property. Once they unlock, they are shown in both menus.

    On 5/30/2024 at 6:50 AM, Null 45 said:

    I was just looking into the conditional building system as part of decoding its status flags. Whether a building appears greyed out in the Reward menu is controlled by the condition variable in the reward's LUA entry, most of SC4's built-in rewards are defined in IID 0xffa8f301 in SimCity_1.dat. The reward condition function has 2 return values that control if the disabled item is shown in the menu:

    1. A return value that is an advice LTEXT string (e.g. [[text@aa81d58c]]) will show the item greyed out in the Rewards menu with the specified string used as the item tool tip.
    2. A return value of reward_state.HIDDEN will cause the item to not be displayed in the Rewards menu until the conditions required to enable it are met.

    Thanks. This was very helpful.

    On 5/31/2024 at 2:11 AM, Wiimeiser said:

    "Open Grass Area" should be in the Modular Parks submenu

    In a vanilla game, the modular parks submenu is empty, so I'd prefer not moving just one item there, so that the menu stays hidden.

    On 5/31/2024 at 7:43 PM, Max4k said:

    For Seaport stuff I have sub-menu 1,2,4 but 3 is missing.

    Submenu 3 is Seawalls. The menu is hidden, as there's no Maxis content for it and custom Seawalls haven't been updated to use the submenu yet.

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    Is there a maximum for how many Subfolders can fit in parks ?

    I have a serious ton and cheap Logitech mouse that has the worst scroll button ever.  Lot of times when I scroll nothing moves and tried everything for adjustments.  Not just this game but with Firefox too.

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