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Ulisse Wolf

Colossus Addon Mod 2.5 - Release Candidate 2

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Wow, what an incredible accomplishment!  So far I haven't played using CAM at all but this is making me re-evaluate things simply because of all the new features implemented!

41 minutes ago, Ulisse Wolf said:

Introduced all patches of ModPack Zero

If you don't mind me asking, what are these specifically?

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    Just now, Kel9509 said:

    Wow, what an incredible accomplishment!  So far I haven't played using CAM at all but this is making me re-evaluate things simply because of all the new features implemented!

    If you don't mind me asking, what are these specifically?

    The zero modpack was supposed to be a modpack that included all the urgent fixes for SC4 that are developed by CorinaMarie and Cyclone Boom

    So in CAM 2.5 there are

    • All 3 City Halls Fixes + 1 for ModPacc Zero
    • Opera House Fix for ModPacc Zero
    • Crime and Police Station Fixes for ModPacc Zero

    Which are the only mods available from modpack zero.

    Obviously I have introduced other bugfixes that improve the gaming experience but important that they are and with the Re IID of civic buildings and Maxis utilities allowing CAM to become more compatible with other mods

    However, the main purpose of RC2 is to find the right algorithms for civic and utility buildings, and it will be a community effort to find the right settings. After we have done that we can proceed with RC3 which will be (I hope) the last Release Candidate.  After this CAM 2.5 will be officially released and there will be a CAM Lite that introduces the necessary patches for those who want to play with SPAM

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    Great job @Ulisse Wolf with the continued CAM development! This all sounds magnificent. *:8)

    It does make me curious enough to consider trying CAM sometime, if ever getting back into playing SC4 again. It used to be something which seemed quite intimidating to me, but with the efforts you've put in here to refine it as a gameplay enhancing package, it will be highly useful.

     

    1 hour ago, Ulisse Wolf said:

    The zero modpack was supposed to be a modpack that included all the urgent fixes for SC4 that are developed by CorinaMarie and Cyclone Boom

    1 hour ago, Ulisse Wolf said:

    Which are the only mods available from modpack zero.

    Indeed, those were the 3 main ones Cori and I had got around to posting for beta testing on the forums.

    Just to clarify, here's a sample list of other components planned:

    Spoiler

    MZ - Tracking Report - 2021.08.17.png

     

    Some of these like Cori's "Partial Water Bug Fix" are superseded by superior DLLs, so we ought to revise the list.

    Due to RL intervening, we don't have a timescale when we'll accomplish this, even though we plan a STEX release of MZ eventually. The idea is accessibility, so anyone getting into SC4 can download MZ as a "community patch" and get up and running with the basic fixes (and a few optional extras).

    For now, that's why Cori and I gave permission for what we'd created to be included in CAM, instead of just scattered around the forums as it is.

    The key is the benefit to the overall community. *;)

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    18 minutes ago, Cyclone Boom said:

    Great job @Ulisse Wolf with the continued CAM development! This all sounds magnificent. *:8)

    It does make me curious enough to consider trying CAM sometime, if ever getting back into playing SC4 again. It used to be something which seemed quite intimidating to me, but with the efforts you've put in here to refine it as a gameplay enhancing package, it will be highly useful indeed.

     

    Indeed, those were the 3 main ones Cori and I had got around to posting for beta testing on the forums.

    Just to clarify, here's a sample list of other components planned:

      MZ Tracking Spreadsheet (Reveal hidden contents)

     

    Some of these like Cori's "Partial Water Bug Fix" are superseded by superior DLLs, so we ought to revise the list.

    Due to RL intervening, we don't have a timescale when we'll accomplish this, even though we plan a STEX release of MZ eventually. The idea is accessibility, so anyone getting into SC4 can download MZ as a "community patch" and get up and running with the basic fixes (and a few optional extras).

    For now, that's why Cori and I gave permission for what we'd created to be included in CAM, instead of just scattered around the forums as it is.

    The key is the benefit to the overall community. *;)

    The list needs to be revised because of DLL mods, and it's no surprise that at least once a month a DLL mod comes out to change everyone's plans. :lol:

    However. When CAM 2.5 is in a stable stage you can merge my work with that of Modpack as I have found more bugs that @Tyberius06 and I have corrected

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    3 hours ago, Cyclone Boom said:

    Just to clarify, here's a sample list of other components planned:

    Why are some of these listed as not completed at 0% when I thought a lot of that list was done already?  Maybe not by you, but by others?  Like for instance the texture fix for Jenkins Consulting, done by Raymond7cn?  Or the Less Abandonment mod, which I use in my game already.  Were you revising those or are they incomplete somehow?  Just curious since your list is very comprehensive.

    4 hours ago, Ulisse Wolf said:

    However, the main purpose of RC2 is to find the right algorithms for civic and utility buildings, and it will be a community effort to find the right settings.

    Is the issue that a standard Maxis building is hard to fit into a city that can be 15 stages?  You might be forced to create different variations of the civic buildings that have different capacities.  As they increase in capacity, the different buildings could cost more to plop and more per month.  Just an idea? 

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    3 hours ago, Cyclone Boom said:

    Just to clarify, here's a sample list of other components planned:

    I already have DLLs that take care of the network construction sounds and doorbell sound (as an option). My doorbell sound fix disables all occupant query sounds, there are many more than just the doorbell that get repetitive. I have considered making a DLL that disables the network construction animation entirely, but that may be more appropriate for inclusion in the NAM DLL.

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    27 minutes ago, Kel9509 said:

    Is the issue that a standard Maxis building is hard to fit into a city that can be 15 stages?  You might be forced to create different variations of the civic buildings that have different capacities.  As they increase in capacity, the different buildings could cost more to plop and more per month.  Just an idea? 

    The problem that the original PIM-X algorithms have downward statistics compared to Maxis values. So you have to find the right algorithms to find the right average value .

    For now, the algorithms have been doubled but most likely can be improved to get the right balance


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    43 minutes ago, Kel9509 said:

    Why are some of these listed as not completed at 0% when I thought a lot of that list was done already?  Maybe not by you, but by others?  Like for instance the texture fix for Jenkins Consulting, done by Raymond7cn?  Or the Less Abandonment mod, which I use in my game already.  Were you revising those or are they incomplete somehow?  Just curious since your list is very comprehensive.

    Good question. That list is the spreadsheet from 2021 and so it's quite outdated by now.

    You're correct that a fair few components were originally released by others, but our intention was to pick through each and every one with a fine tooth comb, to be certain they did what they were supposed to with no ill effects. We did consider that the easy part, so left if for later while working on major revisions of the core components (namely those we've allowed to be included in this CAM RC2 release). That explains why the Less Abandonment isn't listed as "Created", because we were replicating the original mods from the ground up. As opposed to simply bundling those up into a zip as-is.

     

    17 minutes ago, Null 45 said:

    I already have DLLs that take care of the network construction sounds and doorbell sound (as an option). My doorbell sound fix disables all occupant query sounds, there are many more than just the doorbell that get repetitive.

    Yes, indeed. Those are more powerful and well done. *:yes:

    That's another example what I meant earlier when saying:

    3 hours ago, Cyclone Boom said:

    Some of these like Cori's "Partial Water Bug Fix" are superseded by superior DLLs, so we ought to revise the list.


    So we'd probably want to remove those older .dat file mods from MZ or make them optional, and suggest people use the DLL equivalent instead.

    Certainly, there's no point in having conflicting mods doing the same (or similar) thing. That could even cause issues in game otherwise.

     

    3 hours ago, Ulisse Wolf said:

    When CAM 2.5 is in a stable stage you can merge my work with that of Modpack as I have found more bugs that @Tyberius06 and I have corrected

    Thanks. We can discuss something like that when the time comes. Also we'd be happy for a full MZ release to be bundled with CAM. I'm thinking we'd could clarify how if downloading CAM then it's already included for the MZ package, and thus CAM users wouldn't need to download MZ separately.

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    5 minutes ago, Cyclone Boom said:

    Thanks. We can discuss something like that when the time comes. Also we'd be happy for a full MZ release to be bundled with CAM. I'm thinking we'd could clarify how if downloading CAM then it's already included for the MZ package, and thus CAM users wouldn't need to download MZ separately.

    This is one of my ultimate goals but we can have a good discussion when the time comes

     

    25 minutes ago, Null 45 said:

    I already have DLLs that take care of the network construction sounds and doorbell sound (as an option). My doorbell sound fix disables all occupant query sounds, there are many more than just the doorbell that get repetitive. I have considered making a DLL that disables the network construction animation entirely, but that may be more appropriate for inclusion in the NAM DLL.

    Don't forget about Data View Extensions DLL that made Cori Park Aura partially obsolete.

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    Hello! Really enjoying the latest CAM release, the new QoL features are great. I love the new "zoom-to-location" features especially.

    I wanted to provide a comment regarding a small graphical bug I've discovered (or more like, just a mis-rotated asset), seeing as how it looks like some other minor graphical issue fixes are going to be included in a future release. Seems this a minor error that shipped with the original game, and I haven't found any other mention of it elsewhere.

    The Stone Row House, part of the NY tileset for medium-density R$$ homes, appears to be backwards. The window dressings, stone stoop, and planter bushes face the back yard, while the roof-access ladder faces the street.

    image.png.dd9cd9d831f62e242246e688adf5216b.png

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    8 hours ago, Ulisse Wolf said:

    All Maxis buildings have a new IID allowing the Phantom Slider Bug to be fixed

    Did this change any of the properties of the Maxis buildings, or did you just give them new IDs in order to fix any existing phantom sliders?  Why bother fixing if you need to try this in a new region/city anyway?

    8 hours ago, Ulisse Wolf said:

    Revised the entire education system by making changes based on new findings by xBlaze89x

    xBlade89x's edits modified the Residential Simulator to change the average age reset value to 25 instead of 40, and the EQ reset to 20% instead of 80%.  But more importantly, he edited the base Maxis buildings to change the EQ boost.  I assume that CAM 2.5 has adopted his edits to the buildings as well as the Residential Simulator.

    For those who want to roll-in those changes to custom educational buildings, their values will need to be manually edited - which is fine.  Do you plan on implementing these edits into new_properties.xml for PIM-X to make his edits the so-called "default standard"?  Or will you continue to use Maxis standards?

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    8 hours ago, Kel9509 said:

    Did this change any of the properties of the Maxis buildings, or did you just give them new IDs in order to fix any existing phantom sliders?  Why bother fixing if you need to try this in a new region/city anyway?

    From personal experience I have seen that almost no one respects the warnings that are given by the mods and therefore many people install CAM in already started regions. In the case of CAM 2.5 RC 1 many people installed it in already started regions causing the Phantom Slider Bug and creating false reports.

    To avoid this problem I decided to run the re IID of Maxis buildings and locking the original Maxis buildings to avoid any problems. Also because it is always recommended not to modify Original Maxis buildings as they already have their own problems and it is better to avoid tampering with them to generate further problems

    9 hours ago, Kel9509 said:

    xBlade89x's edits modified the Residential Simulator to change the average age reset value to 25 instead of 40, and the EQ reset to 20% instead of 80%.  But more importantly, he edited the base Maxis buildings to change the EQ boost.  I assume that CAM 2.5 has adopted his edits to the buildings as well as the Residential Simulator.

    For those who want to roll-in those changes to custom educational buildings, their values will need to be manually edited - which is fine.  Do you plan on implementing these edits into new_properties.xml for PIM-X to make his edits the so-called "default standard"?  Or will you continue to use Maxis standards?

    The modification of the exemplar that handles the residential simulation has already been incoported.

    There are many planned changes in the new_properties.xml including EQ boost but since it is an easy change to make it goes in the background since the more complex changes concerns the algorithms of capacity and radius.  I feel that these changes are more important to make based on the feedback I received from the community in RC1 also as I mentioned previously the original algorithms that was developed by BSC Team were very downward from the Maxis values

    This problem also extends to Health, Police, and Fire.

     

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    11 hours ago, ItsLabov said:

    Hello! Really enjoying the latest CAM release, the new QoL features are great. I love the new "zoom-to-location" features especially.

    I wanted to provide a comment regarding a small graphical bug I've discovered (or more like, just a mis-rotated asset), seeing as how it looks like some other minor graphical issue fixes are going to be included in a future release. Seems this a minor error that shipped with the original game, and I haven't found any other mention of it elsewhere.

    The Stone Row House, part of the NY tileset for medium-density R$$ homes, appears to be backwards. The window dressings, stone stoop, and planter bushes face the back yard, while the roof-access ladder faces the street.

    image.png.dd9cd9d831f62e242246e688adf5216b.png

    I checked the buildings in question and found the same problem. I can develop a quick patch to rotate the building to the right location but I need to check if it does not trigger ISL (Imortal Syndrome Lot)

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    I've been playing with CAM since some of the early release.

    Unfortunately, I haven't played SimCity 4 in a few years

    Will have to start a new run (although I might wait for the final release).

    Does this version still require digging up all the 3rd party model files? I remember getting CAM working on a new install required a lot of searching and download of additional files.

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    I'm by no means a CAM expert, but I know that the CAM actually never required you to download the starter packs. @Tarkus has written a really good article about this on his blog.

    To properly enjoy the CAM though, you're probably best of downloading some CAMpatible lots. Have a look at @Jasoncw's content. Super high quality and he has quite a few buildings that come with a separate CAM variant.

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    20 hours ago, End_of_Eternity said:

    Does this version still require digging up all the 3rd party model files? I remember getting CAM working on a new install required a lot of searching and download of additional files.

    Yup, that's correct. And making things even worse, there are files that are currently missing due to Devotion shutdown. That's one of the reasons why I don't have custom CAM contents, especially packed ones, anymore. I'm trying to recover but with that fact, I simply can't do it for now. I don't know if @Tyberius06 has recovered dependencies for popular CAMeLots. I heard that @Fantozzi's Colossus Farm didn't have enough dependencies available for download until very recently.

    That said, if you do really want CAMeLots, look for newer ones since they've been designed with this new reality in mind. So you can grab the deps from Evermore or Simtropolis, or even much better, use @memo's sc4pac. Older lots, especially megapacks, have been in progress of updating. But so far, despite being a really impressive feat (considering it's done by only 3 people afaik), it's not that fast enough to effortlessly download those lots without worrying dependencies.

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    6 hours ago, Jidan said:

    And making things even worse, there are files that are currently missing due to Devotion shutdown.

    In theory it should not be much, because the models that were related to CAM either came from outside (3rd party models from STEX and other sites), or in mega packs on LEX which have already been recovered and re-hosted. The only mega packs which has not been re-hosted yet are the NDEX related ones, but those models can be donwloaded from STEX. It's a bit of extra effort.

    The dependnecies for Fantozzi's Colossus Farming have been recovered entirely. The last missing pieces were some SFBT releases, which were uploaded to STEX during the last year.

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    Also, in general, most content is already CAMpatible. You just have to watch out for ancient content (which commonly have modding mistakes), lots that are Stage 8 (the biggest Maxis buildings) or bigger (they may have done things to these lots to make them inCAMpatible), and lots which in general are poorly modded (if the building's name isn't showing up correctly or they haven't assigned tilesets, there might be other mistakes). I think most content from the early 2010s onward should be safe.

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    A warning to all

    Modpack Zero patches are finally incorporated into CAM and therefore means that we are close to the final stage i.e. Release To Manufacturing (RTM).

    I want to know from those who are using this version of CAM if the algorithms of utilities and civic services need to be improved and if you have suggestions make them now before I publish RC3 which would be the last test version before the official release


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    On 2/4/2025 at 10:48 PM, Jidan said:

    Yup, that's correct. And making things even worse, there are files that are currently missing due to Devotion shutdown. That's one of the reasons why I don't have custom CAM contents, especially packed ones, anymore. I'm trying to recover but with that fact, I simply can't do it for now. I don't know if @Tyberius06 has recovered dependencies for popular CAMeLots. I heard that @Fantozzi's Colossus Farm didn't have enough dependencies available for download until very recently.That said, if you do really want CAMeLots, look for newer ones since they've been designed with this new reality in mind. So you can grab the deps from Evermore or Simtropolis, or even much better, use @memo's sc4pac. Older lots, especially megapacks, have been in progress of updating. But so far, despite being a really impressive feat (considering it's done by only 3 people afaik), it's not that fast enough to effortlessly download those lots without worrying dependencies.

    SC4 devotion got shut down? That's really too bad.

    I do have a copy of all the histocial CAM lots in an archive somewhere, but I do not look forward to trawling through all that data.

    Might as well wait for the final release of CAM before starting a new run.

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    8 hours ago, End_of_Eternity said:

    SC4 devotion got shut down? That's really too bad.

    I do have a copy of all the histocial CAM lots in an archive somewhere, but I do not look forward to trawling through all that data.

    Might as well wait for the final release of CAM before starting a new run.

    You may want to check out its replacement site, SC4Evermore. I'm not sure how many CAMelots are hosted there at the moment, but if I remember correctly, there are some available. All of the SC4D LEX content is safe; if I remember everything correctly, it just takes a fair amount of time to go through all of it and get it prepped for re-releasing.

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    Once you play with NAM installed, one simply cannot go back!

    I'm waiting for the day when someone makes a Faber College lot for SimCity 4  :lol:

    IMG_3716.jpg.7fe0b78e164e258bac5afb32dc9f9588.jpg

     

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    As far as the CAM 2.1 manual goes, Maxis Blockers are incompatible with CAM.  Will that still be the case with CAM 2.5? (If so, I think that the Allow more Building Styles mod will probably be put to good use for a CAM game if you want to block Maxis lots from growing).

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    11 hours ago, Kel9509 said:

    As far as the CAM 2.1 manual goes, Maxis Blockers are incompatible with CAM.  Will that still be the case with CAM 2.5? (If so, I think that the Allow more Building Styles mod will probably be put to good use for a CAM game if you want to block Maxis lots from growing).

    This is actually false. I use CAM and Maxis Blockers and the system works fine. The problem with Maxis Blockers is that you have to have many building mods that can replace all the Maxis buildings. (Basically you have to be full Modded and not use vanilla buildings).

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