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Popular Content
Showing most liked content on 05/30/2016 in Posts
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6 pointsAs recently featured in my in my CJ, True Earth. Check out the rest here. Santorini at Sunset
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6 pointsAs recently featured in my in my CJ, True Earth. Check out the rest here. Meteora, Greece
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5 pointsProud to announce that we (finally) released an update: Pedestrian Roads: -*New* Plain Street [G] -*New* Zonable Promenade [G/E] -*New* Zonable Pedestrian Tiny Stone Road [G/E] -*New* Zonable Pedestrian Gravel [G/E] -*New* Zonable Pedestrian Tiny Gravel Road [G/E] -*New* Zonable Pedestrian Pavement [G/E] -*New* Zonable Pedestrian Tiny Pavement Road [G/E] -*New* Support for Road Color Changer Continued (Ground / Elevated / Bridge / Tunnel) Thank you so much for your patience and continued support! Believe me when I say there is much more to come.
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5 pointsAs recently featured in my in my CJ, True Earth. Check out the rest here. Athens at Rush Hour
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4 points
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4 pointsIt's more or less done. Gotta do the RICO settings and decide if I'm happy with the roof. I really find large flat roofs hard to get right. Any feedback would be helpful! Is it too empty? Too much clutter? Too randomly placed? Also I think I'll have to do some more industrial props soon. The crates and barrels only get you so far.
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4 pointsSo far it's looking good. Normal map needs a bit more work, specular and illumination still missing and then ofc the LOD. It's got the overall look I was going for though
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4 pointsI'm working on a small historical city centre. I'm still trying to get better commercial buildings to grow next to the train station.
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4 pointsHello all. While we wait for SCD4 to come back online, I'm going to post a few pics of my latest project. If you have been following my thread there then you know about the massive oil depot project I'm developing. Here are a few pics of the main piece. The Oil Depot Rail Yard, which will be the main component of the project. The rest will be the refineries and oil depot tanks. I have many pieces on the go. It will be a modular ensemble. Please keep in mind that it is a Work In Progress.
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4 pointsSome districts in Goulais Bay. The Islands District. The Uptown District. The Entertainment District which has many hotels and casinos, a mall, a golf course, a beach, restaurants, nightclubs, an observation tower, and much more.
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3 points
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3 points
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3 pointsBefore After I know it's subtle but look from the tower/boulder then to the left
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2 pointsFantastic! As said, those windows look amazing, wonder what they look like at night! I think gravel roofing would look great on this building, like so, or tar, like so. Nice and weathered And I dig the King's sentiment that these buildings are perfect buildings to gentrify, so our resident hipsters and yuppies have a place to scold their barista: "Oh dear, is that cinnamon on that foam?"
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2 pointsSome overviews of the city of Goulais Bay. Population of the city is. 346,033.
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2 pointsThat's an interesting beginning for sure! What I'm not so sure about is the combination of that castle and the bridge. IMO, the bridge is better suited for a large capital city - I'd expect palaces and monuments where I see such a bridge, just like in Paris, London, or Vienna. The castle and the buildings we can see so far, however, remind me of a much smaller and more rural medieval town. Of course I don't know what else you're planning, just thought I'd leave this feedback here. Anyway, that castle hill will be quite the landmark, even if it's not that tall!
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2 pointsThese are the original values - NAM mods them heavily. It also changes max commute time radically. Many versions of the "Traffic Simulator" have been released, with a swarm of self-proclaimed "experts" exhilarated about "making a Traffic Simulator" - they actually set the Traffic Simulator parameters. The goals of this kind of modding varied a lot among modders; some wanted making any commute trip possible (eg setting max commute time to extreme levels), others wanted networks capable of bearing any traffic volume, some others claimed that they could affect commercial growth (at some expense of R desirability), while there were even attempts to achieve purely cosmetic effects, as some players wanted, for example, to see cars queuing on the highways, or "realism" (in the way each one means it). I general, NAM traffic simulators make the game a lot easier to play, resulting in a nearly "sandbox" playing mode: network layout seems to have little effect, if at all, all commute trips are possible (then they complain about the eternal loops) etc etc, posing very little challenge to the player. Even the "Low" simulator is a lot easier than vanilla's. Some other important things weren't fixed tough (they actually could not), for example the simulator will almost always select commute to the neighbor city (if the connection is fairly close) to getting the CBD (let alone that power plant at the city's corner), although the former commute will always be "Long" and the latter most probably "Medium" or even "Short". As for your question, use the reader's Navigator Tool to find the Traffic Simulator exemplar in simcity_1.dat. All related parameters are there. You can copy it in a new datfile (put it in under your Plugins folders) - you can examine it more easily, without having to search all the time, or... who knows, maybe... "make your own Traffic Simulator"! Most likely you will need to do so, as the vanilla simulator (well, "Simulator Settings") won't get you far, it's totally insufficient. For example, speeds are low, while max commute times is too low (it's 3.. "units"). IIRC, if you have residences at the one edge of your city (big tile), and jobs at the opposite edge, connected with a (plain) road, sims can't get to their jobs with the default settings - you can experiment, of course. Also, the times you see in the Graph are scaled - there is some "factor" defined somewhere, so don't try to make any direct calculations or assumptions about of what this really is. I think... there's another factor which affects the Graph only. If you are interested in the mechanics of Traffic Simulator, you need to experiment, eg a city with one R lot, located at pos say CellX=2, and a small power plant at CellX=252 (the distance is 250 tiles, for easier calculations), sims will need to travel this distance to get to their jobs, and having only one house and only one workplace makes calculations easy; then you can check the commute times and find what they actually mean, or try to reduce speed on the road, to check where the cutoff really is...
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2 points
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2 pointsOld brick tenement and a converted glass works are up. No pics as they look alot like their industrial counterpartners. Instead I'll give you an early WIP of my next project. I think I'll make both a brick and concrete version of this one.
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2 points
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2 pointsIn the latest round of changes to the API reconstruction, the framework is now able to subscribe to and receive messages from the game, and to send messages for other DLLs and parts of the game listening for them. The most relevant code added can be found here in the DLL director. The proof-of-concept DLL can be found here, and here's a relatively boring screenshot of it in action: More technical details follow. --- From what I understand, each DLL director gets a reference to the GZCOM framework, which acts as a sort of coordinator for different types of components of the game. Namely, the framework controls the application, services, and hooks. Hooks are what we've been dealing with primarily up to this point. The extra cheats DLL is a hook that waits until just before the app initializes, where it then proceeds to enable debug functionality and extra cheats. Hooks mostly relate to major events in the framework, which are all named in the cIGZFrameWorkHooks interface. Services are classes which process logic on each tick (what appears to be each frame) of the game or on each idle interval when the game is not doing work. The application (here, cISC4App) seems to be a special type of service that coordinates the game logic. One of the most important services in the game is the message server, which is responsible for allowing different components to communicate with each other by sending and receiving messages. SimCity 4 actually has two different types of messages: cGZMessage, which behaves like a plain structure with a message type ID and three fields; and cIGZMessage2, which behaves more like an object and is extended by cIGZMessage2Standard, cIGZMouseMessage, cIGZKeyMessage, and cIGZCanvasMessage. Non-UI code exclusively sends GZMessage and Message2Standard-type messages. As there are two different types of messages, there are two different message servers: cIGZMessageServer and cIGZMessageServer2, which act almost identically. Game classes can send a message, which will immediately inform anyone who subscribes to that message's type, or post a message. Posting a message places the message in a queue for delivery and may be deferred for delivery until the game has free CPU time to process it. However, specifying it as a high priority message sends it straight to the front of the queue. The message server also allows you to add a notification class, which must implement a DoMessage method for receiving messages. Unless a specific target is given for a message, it gets sent to all classes subscribed to it, which is what I've done with the latest proof of concept. In our case, we subscribe to a message with ID 0xea8ae29a (or 3,934,970,522 in decimal), which is sent when the game has finished loading a city, whether new or existing. It's currently unknown what the data fields for this message contain. It's also unknown what other messages exist that can be subscribed to, though this is what I plan to explore next.
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2 points
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2 pointsAn eight way roundabout... turns into the centre of downtown Goulais Bay.
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2 pointsWORK IN PROGRESS --- The Jade Bight -- Wilhelmshaven -- (1) The South Mole has been filled in and detailed -- (2) Adding a few new units to the Fleet -- Still have 3/4 of a large map to work on -- QUESTION: Has anyone experienced a problem getting Somy's tugboats to work?? I keep plopping them -- but nothing ever shows up on the map.
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2 points
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2 pointsIt's highly dependent on how easy it is to override prewritten game functions. On the SC4Devotion discussion on Buggi's source code, someone listed (years ago) a handful of functions that would need to be modified to, say, add a new menu button. It's not clear that I can do this by simply calling into SimCity's API, but I don't have enough info to conclusively rule that out. If there are existing game functions for features that were disabled before shopping, obviously we could start by reactivating them, similar to the extra cheats DLL. The Cutting Room Floor notes that upgradeable city halls were modeled but not programmed, and I'm curious to see if that's possible.
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2 points
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1 pointIt is my pleasure to announce Rio 2016, a unique project that will combine some of the greatest BATers with the finest CJers here at Simtropolis. The goal of this project is to recreate famous areas of the great city of Rio de Janeiro with a particular focus on Olympic venues and tourist areas. The culmination of this project will be a City Journal which will launched in the build-up to the 2016 Olympic Games (August 6-20, 2016). The purpose of this thread is to coordinate projects and for BATers to display their work. If you wish to apply to join this project please let me know. We are seeking to involve many people, but please understand we also strive to maintain extremely high standards with this project. We want this to be amazing and something that energizes the community. Projects and BATers/CJers Olympic venues Maracanã (Opening & Closing Ceremony, Football finals) - JP Schriefer Maracanãzinho (Volleyball) - JP Schriefer João Havelange Stadium - Engenhão (Athletics) - Reddonquixote Copacabana Stadium (Beach volleyball) - Olympic Aquatics Stadium (Swimming, Water Polo) - Olympic Training Centre Hall 1 (Basketball) - Maria Lenk Aquatics Centre (Diving, Synchronized Swimming) - Olympic Velodrome (Track Cycling) - Rio landmarks 105 Lelio Gama Street - Huston (completed) Cristo Redentor - Reddonquixote (completed) Igreja de Nossa Senhora da Penha - Maloskero Torre Almirante - Huston Biblioteca Nacional - Cinelândia - Copacabana Palace - JP Schriefer Palácio Guanabara - Ventura Corporate - Ed Lineu de Paula - Ed City Bank - Ed Manhattan - Petrobras Headquarters - Ed Metropolitan - Hotel Windsor Copacabana - jasoncw (completed) Textures & Props Copacabana Textures & Props - flunight Vehicles Rio City Buses - flunight CJ Projects Copacabana - Elavery Ipanema - Elavery Cantagalo-Pavão-Pavãozinho favela - Elavery Members of Rio 2016 project team Elavery, JP Schriefer, Bastet, Reddonquixote, flunight, Huston, juliok92012, Jonas_Chaves, Maloskero, jasoncw, wallibuk, Edvarz I will leave you with a reminder of some of my previous Rio work which will provide a taste of what is to come.
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1 point
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1 point
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1 pointOnce the server move is done at SC4D, I'd be happy to grant you editor rights. I'd do it now, but with the site currently existing in a weird quantum limbo state between two servers at present, I'd be concerned about any edits done now getting lost. -Tarkus
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1 point@simmaster07I think the source I read was on SC4D. You may have to wait for me to find it; my understanding was that the water pollution treatment plant was originally destined for Sewage treatment, rather than water pollution, but the devs ran out of time and simplified the whole system. It was probably in something by wounagaine or Tropod or RaphaelNinja, but I could be completely wrong. At best, it's probably an unused flag in some INI tables, so I wouldn't expect there to be much to latch onto. The post I thought I read about it was probably from 2006 or 7, so very old, and my memory isn't always spot-on. I did a lot of reading before I actually started posting, but I understood a lot less then about the game, so it may be I got the wrong impression.
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1 pointI dont think SC4D will end up like PEG^^
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1 pointI think they might actually work better as a two cell, idk the width but it is big enough for a two cell.
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1 pointjust finished exams and have allowed myself to open the game for the first time in a month. Starting a new map I was so looking forward to doing a marshy/ mangrove deal, thought I could just get a wide brush and bomb a whole part of the map with grass then throw some trees around. As with all trees I find it just doesn't do the density I want. So now I see those last screen shots were done with it on the small brush. Not the end of the world, it still creates the total covered look better then all the other trees. I was hoping to just splash half the map with thick vegetation in 10 seconds. I guess that would destroy most computers. I keep upgrading my music studio computer even though it is powerful enough for the recording I do. CSL is the real reason. Bring on the few million plus trees (and grasses)!! Also..writing this I'm on the first page of this post. Was it you that did the NYC bombed up trains and were talking about doing something where I could upload my graff as panels in this game? Graffiti, trains and trees. You're my hero
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1 pointThe last reply to this topic has more than 5 years. Thingfish came on ST more than one year ago. Draw your own conclusions.
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1 pointYes!! I was thinking about making this one myself but I guess I'll leave it up to you. I know most of New York hates this building but this is my reasoning for why I like it: 1) The height raises the bar for new development to build just as high or higher. (competition among developers) 2) It's advanced engineering and technology that shows progress in human achievement. 3) Once the other supertalls are built, like 111 west 57th street, Nordstrom Tower, etc.. this building will fit right in. Because I'll agree it's far too tall to look good by itself atm. Great job so far! Can't wait for it.
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1 pointMany thanks for the residential version, Avanya!
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1 pointNothing too exciting as far as testing goes here so far. A lot of work is focused on exposing more functionality for programmers to make their own DLLs. I've just been developing some proofs of concept to show that this actually works. --- Anyway, I started getting into identifying message IDs and remembered that this game is dense. One method of sending messages has just over 230 different message triggers, and that's just one way of sending them. I don't think I'll be sifting through message IDs for all of these functions by hand, so I'm going to have to automate this. In the meantime, here's a partial list. 0x44778230 - cSC424HourClock::DoHourChanged 0x44778231 - cSC424HourClock::DoHourChanged 0x44778232 - cSC424HourClock::ChangeVisualTime: hour changed 0x44778233 - cSC424HourClock::ChangeVisualTime: >= 5 minutes passed? 0x44778234 - cSC424HourClock::ChangeVisualTime: day/night transition 0x44778235 - cSC424HourClock::Pause: time stopped 0x44778236 - cSC424HourClock::HiddenPause: time stopped 0xAA7A014D - cSC4Demolition: something demolished? 0xEA1F0DCD - cSC4DisasterInstancePipeBurst - demolition by pipe burst 0xAA1B2002 - cSC4DisasterLayer::DisasterHasEnded 0xEA65224E - cSC4ObliterateCity::GoToEndState 0xAA650861 - cSC4ObliterateCity::Init 0x2A611B51 - cSC4ObliterateCity::Init 0x4A7FB7E9 - cSC4Simulator::DoSetSimSpeed 0xAA7FB7E0 - cSC4Simulator::Pause 0x4A7FB7E2 - cSC4Simulator::HiddenPause 0xAA7FB7E0 - cSC4Simulator::Resume 0x4A7FB7E2 - cSC4Simulator::HiddenResume 0x4A7FB807 - cSC4Simulator::EmergencyPause 0x4A7FB807 - cSC4Simulator::EmergencyResume 0x66956814 - cSC4Simulator::SimulateTimePassage: day passed 0x66956815 - cSC4Simulator::SimulateTimePassage: week passed 0x66956816 - cSC4Simulator::SimulateTimePassage: month passed 0x66956817 - cSC4Simulator::SimulateTimePassage: year passed 0x6716A4E6 - cSC4WeatherSimulator::DoWeeklySimulation 0x6716A4E5 - cSC4WeatherSimulator::DoMonthlySimulation -906529349 - cSC4App::ApplyVideoPreferences 0x26D31EC2 - cSC4App::PartialCloseCity 0x26D31EC3 - cSC4App::PartialCloseCity 0x26D31EC0 - cSC4City::NewCity (pre-init?) 0x2B96B3EA - cSC4City::NewCity 0x26D31EC1 - cSC4City::NewCity 0xAB96B05F - cSC4City::NewCity 0xEA8AE29A - cSC4City::NewCity (post-init?) cSC4City::NewCity messages repeat in cSC4::LoadCity, but 0x26D31EC1's first parameter changes from 1 to 0, which seems to indicate when a city is new or existing. 0xba44eb51 - cSC4App::OnIdle: seems like an OnTick message 0x4a44667f - SC4SendProgressMessage: city init messages? 0x49a780b2 - SendFatalExceptionNotification 0x29a89b05 - cSC4App::RequestQuit (and RequestQuitFromRegion) One of the fields probably identifies if quitting from region 0x26c63343 - cSC4App::SaveCity (pre-save?) 0x26c63345 - cSC4App::SaveCity (post-write?) 0x26d31ec4 - cSC4City::SetEstablished: true 0x26d31ec5 - cSC4City::SetEstablished: false 0x0ab99380 - cSC4City::SetCityName 0x0ab99381 - cSC4City::SetMayorName 0x89efa536 - cSC4LandfillDeveloper::RecordHistoryData 0xea418d8f - sReportDealStatus 0x8a0d15da - cSC4NeighborsSimulator::CreateConnection 0xea0d163e - cSC4NeighborsSimulator::DeleteConnection 0x69247dc5 - cSC4TrafficSimulator::UpdateStrikes 0x0c05e4c3 - cSC4TrafficSimulator::CheckForAccident (accident occurred) 0x69247dc8 - cSC4TrafficSimulator::ApplyPotholeChanges Also for DoRailChanged and DoRoadChanged 0xa8daf511 - cSC4PoliceSimulator::BeginStrike 0xa8daf512 - cSC4PoliceSimulator::EndStrike 0x2a614892 - cSC4PoliceSimulator::EndJailbreak 0x2a614891 - cSC4PoliceSimulator::BeginJailbreak 0x08f415fe - cSC4FlammabilitySimulator::EndOfCycle 0x87cc75b3 - cSC4LandValueSimulator::DoEndOfSimulationCycle 0xaa667ce2 - cSC4ParkManager::BeginZooEscape Once the SC4Devotion server move is done, I plan on moving this documentation over to their wiki so I can keep things up-to-date there without having to flood this thread with updates every time I find a new message ID. DLLs should be able to subscribe to all of these messages, and these messages also include data fields that could be useful as well, so it's pretty cool to have this.
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1 point
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1 pointPollution could really be a bit more interesting. Air pollution is completely missing atm. At least with RICO we can turn off pollution, so warehouses don't kill all your cims. Interesting fence. It's not something we really have here, but a privacy industrial fence could be useable for sure. And it shouldn't be that much work. I've mostly finished a commercial (leasure atm) verison of the glass works and a residential version of the lastest factory. They should be up on the workshop in the next few days and then I'll prob do another factory.
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1 point
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1 pointThank you, guys, very much! SimCoug, I was watching some videos of the Tacoma Narrows Bridge, it's scary D: The Great Southwest Tower with some test textures. I liked the texture of the bricks, I'll just "dirty" them to be more real in that part of the building that has fewer windows (3rd image). There are still the stairs to be modelled.
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1 pointGoulais Bay Marina and Coast Guard Station on Lake Superior.
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1 pointSome commuter train stations in Goulais Bay. One of four commuter train maintenance facilities in the region.
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1 pointFinally got around to adding the streetcar system, in my city it was never truly removed in the 1920s because along with the heavy rail the car couldn't compete with public transport. "muh sightlines"
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1 point
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1 point
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1 pointNice start - there's a very nice feel to those buildings. Even the industrial brick buildings. The only let down is the power plant - it looks too modern for the surroundings - something more like the old Battersea power station would be in better keeping? no? I can see a lot of potential in that map, and look forward to updates.
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1 pointYou want to select the "Disable desktop composition" option on the Compatibility tab. That should be all you need to change.
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