Jump to content

Leaderboard


Popular Content

Showing most liked content on 01/08/2018 in all areas

  1. 24 points
    ^^ Such swirly new paths Made the modern station compatible with the 15m Networks (all types will work): And, as a change of pace, an 'ye olde worlde' type terminus for the L1 networks
  2. 13 points
    Meanwhile, I'm still working at my unifying paths for plazas & parks with EBLT texture and overlays. Puzzle Time ! (Don't mind the greenery, I am still experimenting to see what I will keep. I think I will leave many of the piece bare, except for the lights and benches. But first I had to be sure I could link every pieces. Thank God for rivit, who can whip up a missing overlay at the drop of a hat ! )
  3. 8 points
    Made a couple of videos. This is a wide angle shot of the 16th Avenue streetcar line in Vancouver. Here is a close up shot of the same line. Thanks!
  4. 6 points
    New upload on TSC https://www.toutsimcities.com/downloads/view/3316 Allright... I tried to upload this on Simtropolis as well, I added a bunch of images, I even wrote a small information text about Félix Mangini, rich industry boss and private real-estate developer who was a pioneer in the idea of the low-income, pre-designed, adaptable and "ford-ish" workers housing complexes. And I got killed by the infamous expired-page syndrom, as always. It got me edgy, then nervous and depressed, so I gave up. Never mind, here are some more images and the portrait of this geniune, mighty opulent man... I hope you like them, have fun with it. It's full-HD as always, and this time I even added six custom props. Read-me in both French and English, spelling errors in French and potatoe English included. And that's all, here you go Don't forget that there are some dependencies, linked in the download page. This time it's exactly the same dependencies than in my Suburban Dream pack vol.1 - so if you already have it, no need to get anything else.
  5. 5 points
    Finally, I'm slowly but surely getting back into SC4 at long last! Hopefully I'll be posting more often in this forum this year...
  6. 4 points
    @alborzka I only have that one and I'm afraid I haven't seen the ones you mention - or at least I have forgotten about them completely. Definately not something I'm using, so no local copies here. It's always such a shame when a creator deletes assets of the workshop. Hopefully your post on reddit has more luck. On a different note I made some terraced planters because why not. There's a concrete and a brick version both with 4 different sets of decorations. And then there's a prop version of each since I'm sure some will prefer that.
  7. 4 points
    I think this is related to Origin and their terms and conditions more than anything, which probably slipped their way into the EULA for all re-packaged digital releases. However, it's just there because the T&C's are a copy/paste affair reused for many games, it's unlikely to be applicable for SC4. I don't think that SC4 as an app was designed to mine data in this manner. Bear in mind it's a product of 2003, when few had permanent or fast internet connections and this sort of behaviour was unheard of. The digital re-release didn't see any huge code changes, in fact it simply altered the DRM method in use. Consider also, if you are using a patched version of Windows 7 or beyond, MS is already gathering huge amounts of data about everything you do anyhow.
  8. 4 points
    @Tyberius06& @kschmidt NOB's work is collected long ago here; http://hide-inoki.com/~nob/index.html
  9. 4 points
    I am predictably in love with that one station in particular, and that's far from saying I don't fancy the other ones you have shown! I love the industrial, utilitarian look of the platform section paired with the small but somewhat grandiose terminal building - a somewhat odd couple, but far from unrealistic, I guess. @tariely: Yes, those plazas... I dunno, I guess they could use some thinning of props and overlays, or the result might look too cluttered. The footpaths with the benches alongside really only make sense when the rest of the lot is not intended to be walked on - which is kind of a moot point in the case of paved plazas. It's amazing how flexibly all the pieces can be linked, but it might just be too much. Unless, of course, you found a base/overlay combination that's far less contrasted, where the footpaths would provide some subtle structure that's less in your face. The benches might also be too many right now - imagine running across that plaza, only to find out that it's littered with clusters of benches in any numbers, patterns and orientations. I think it takes the feeling of open space away from those plazas, tbh. Very good and precise lotting technically, but somehow the effect gets drowned under too mch visual clutter for my taste.
  10. 3 points
    I've been working on this for the past week and a half. It's hard work to draw those mountains by hand, I'll tell you that! Do you guys think it looks realistic, so far? I'd be interested in your opinions... thanks!
  11. 3 points
    WORK IN PROGRESS -- THE JADE BIGHT II WILHELMSHAVEN SOUTH: (Click to make bigger -) Yo, guys -- Just a quick post, today -- been really busy with "RL" stuff since the first of the year. (Gotta' keep chuggin' away or the bills don't get paid ! lol ) This is the Wilhelmshaven South Community College. I tend to use the "CC's" and plop the Clayhurst University shuttle to take care of the higher education needs. I may try my hand at using the actual university pieces one of these days. I wanted something a bit more elaborate than a simple college campus, so I plopped the "GTG Cologne" college as the Science & Engineering Building, while using the "Kerrytown College" as the main buildings. Behind the Kerrytown you see the athletic fields -- tennis and soccer. Behind the Science Building, there are two plazas where students can catch a bit of fresh air, with the Basketball courts behind those. In front of the buildings you have the parking lot with a small "Quad" with fountain (modified NBVC) where students can gather before and after class. Two views -- day and night.
  12. 3 points
    That one broke my heart, mainly because Cèdric has shown it's perfectly feasible by editing the FSH files (in this case, with snow): and luckily this one wasn't after @simmaster07 published the SC4Fix, because everyone would have been primed to believe it at face value...
  13. 3 points
    PIM-X will create an Icon for Plop lots if you press CTRL+I whilst in the Lot Editor screen. Although it's quite basic like the ones from Maxis LE.
  14. 3 points
    That's cool! I need to write this stuff down... I am not sure which lake you're talking about. I've got a lake sorrounded by dry hills in the middle, by those rivers. But if you're referring to the water by the bottom, that's not a lake separated from the sea by the mountain range. It's actually a bay. I aint finished painting the terrain. I did start using Terraformer, but It started crashing a lot after the region got bigger, so I'll have to wait for my new pc coming next week to see if I can make it happen, otherwise I'll have to figure out some trick. Lots and lots of work to be done. But SC4T seems like a HUGE help. Dont understand why I only found out about it now... ahah Anyway, thanks for the advice Matias. It got me thinking. Im no expert in humidity and such. Must study eheheh
  15. 3 points
    Or you could simply use the Route Query tool on an I-HT lot and see if any of the sims commuting there come from a R$$$ building. Which pretty much confirms the fix is installed/working.
  16. 3 points
    Not quite a small town but the west side of a large village.
  17. 2 points
    MySim Thought and Speech Balloon Dictionary by CorinaMarie@Simtropolis Image created by @Cyclone Boom (Translations based on the available Lua script. If anything is hard coded differently in the .exe the results may vary from what I've written here.) About the Environment SunshineGreen ('cb9539a2') Triggered by: MySim is on foot and the nearby air pollution is less than the pollution low tuning constant. MySim is in a car and nearby air pollution is less than the pollution low tuning constant. MySim is traveling, is idle, and nearby air pollution is less than the pollution low tuning constant. MySim is at home, nearby air pollution is less than the pollution low tuning constant, and 25% random chance. SunshineRed ('0b953c55') Triggered by: This one is defined in the table, but is never used. PollutionGreen ('8b953967') Triggered by: This one is defined in the table, but is never used. PollutionRed ('2b953c27') Triggered by: MySim is on foot and nearby air pollution is greater than the pollution high tuning constant. MySim is in a car and nearby air pollution is greater than the pollution high tuning constant. MySim is traveling, is idle, and nearby air pollution is greater than the pollution high tuning constant. MySim is at home, nearby air pollution is greater than the pollution high tuning constant, and 25% random chance. MySim is at home, nearby water pollution is greater than the pollution high tuning constant, and 25% random chance. RatGreen ('cb953981') Triggered by: MySim took a trip to a landfill and the available capacity is greater than 25%. MySim took a trip to a recycling center and the city's uncollected garbage is less than or equal to zero. RatRed ('8b953c40') Triggered by: MySim is at home, the local garbage is greater than the pollution garbage medium tuning constant, and 30% random chance. MySim took a trip to a landfill and the available capacity is less than 25%. MySim took a trip to a recycling center and the city's uncollected garbage is greater than zero. GlowRatGreen ('cb9538fc') Triggered by: This one is defined in the table, but is never used. GlowRatRed ('2b953bde') Triggered by: MySim is at home, there is a nuclear power plant nearby, and 30% random chance. MySim is at work and is chatting about glowing red rats and 10% random chance. MySim took a trip to a toxic waste dump. RadGreen ('eb953978') Triggered by: This one is defined in the table, but is never used. RadRed ('6b953c3a') Triggered by: MySim took a trip to a nuclear power plant. About the Civic Things HealthGreen ('0b953905') Triggered by: MySim is on foot and the nearby health quotient is greater than the health quotient medium tuning constant. MySim is traveling, is idle, and the nearby health quotient is greater than the health quotient medium tuning constant. MySim took a trip to any health building and the global health grade is greater than three. HealthRed ('6b953be5') Triggered by: MySim is on foot and the nearby health quotient is less than the health quotient low tuning constant. MySim is traveling, is idle, and the nearby health quotient is less than the health quotient low tuning constant. MySim is at home, the nearby air pollution is greater than the pollution high tuning constant, and 25% random chance. MySim took a trip to any health building and the global health grade is less than or equal to three. JusticeGreen ('6b953928') Triggered by: MySim is on foot the and the nearby crime is less than the crime low tuning constant. MySim is in a car and the nearby crime is less than the crime low tuning constant. MySim is traveling, is idle, and the nearby crime is less than the crime low tuning constant. MySim is at home, the nearby crime is less than the crime low tuning constant, and 25% random chance. JusticeRed ('6b953bfc') Triggered by: This one is defined in the table, but is never used. CrimeGreen ('6b9538d7') Triggered by: This one is defined in the table, but is never used. CrimeRed ('eb953bbf') Triggered by: MySim is on foot and the nearby crime is greater than the crime high tuning constant. MySim is in a car and the nearby crime is greater than the crime high tuning constant. MySim is traveling, is idle, and the nearby crime is greater than the crime medium tuning constant. MySim is at home, local crime is greater than the crime medium tuning constant, and 30% random chance. JailGreen ('0b95391a') Triggered by: MySim took a trip to a jail and the number of arrests in the city is less than the jail system capacity. JailRed ('6b953bf3') Triggered by: MySim took a trip to a jail and the number of arrests in the city is greater than the jail system capacity. EducationGreen ('cb9538e8') Triggered by: MySim is on foot and the nearby education quotient is greater than the health quotient medium tuning constant. (This is a typo in the Lua script.) MySim is traveling, is idle, and the nearby education quotient is greater than the education quotient low tuning constant + 20. EducationRed ('4b953bcf') Triggered by: MySim is on foot and the nearby education quotient is less than the education low tuning constant. MySim is traveling, is idle, and the nearby education quotient is less than the education low tuning constant. My Sim Observations FriendGreen ('2b9539c1') Triggered by: MySim is approaching a residential destination and 60% random chance. FriendRed ('eb953c6d') Triggered by: MySim is approaching a residential destination and 5% chance. (Simulating being near a home of a Sim who was cheating on their boy/girl friend.) ParkGreen ('6b95395d') Triggered by: MySim took a trip to a park and the nearby air pollution is less than the pollution medium tuning constant. ParkRed ('4b953c1f') Triggered by: MySim took a trip to a park and the nearby air pollution is greater than the pollution medium tuning constant. LandmarkGreen ('ab953939') Triggered by: MySim is at home, there is a landmark nearby, and 30% random chance. MySim took a trip to a landmark. LandmarkRed ('cb953c04') Triggered by: MySim is at home, there is no landmark nearby, and 5% random chance. RewardGreen ('4b95398b') Triggered by: MySim took a trip to a reward building and 30% random chance. RewardRed ('cb953c48') Triggered by: MySim took a trip to a reward building and 30% random chance. HotelGreen ('2b953910') Triggered by: MySim is at home and 3% random chance. MySim took a trip to a motel/hotel and 60% random chance. HotelRed ('eb953bec') Triggered by: MySim took a trip to a motel/hotel and 30% random chance. DiningGreen ('8b9538df') Triggered by: MySim is R$ and took a trip to a low wealth food-related building. (Inactive) MySim is R$$ And took a trip to a Family Diner. (Trigger remarked out in the Lua script and contains a bug.) MySim is R$$$ and took a trip to Chez Fancy. MySim is at home and 3% random chance. MySim took a trip to any commercial food-related building and 60% random chance. DiningRed ('4b953bc7') Triggered by: MySim is R$$ or R$$$ and took a trip to a low wealth commercial food-related building. (Inactive) MySim is R$ or R$$$ and took a trip to a Family Diner. (Trigger remarked out in Lua script.) (Inactive) MySim is R$ or R$$ and took a trip to Chez Fancy. (Trigger remarked out in Lua script and contains a bug.) MySim took a trip to any commercial food-related building and 30% random chance. ServiceGreen ('0b9538c6') Triggered by: MySim took a trip to a car-related commercial service. ServiceRed ('6b953bb7') Triggered by: MySim took a trip to a car-related commercial service and 30% random chance. ShoppingGreen ('2b953998') Triggered by: MySim took a trip to a shopping-related commercial service and 60% random chance. ShoppingRed ('8b953c4f') Triggered by: MySim took a trip to a shopping-related commercial service and 30% random chance. MovieGreen ('0b953954') Triggered by: MySim took a trip to see a movie and 60% random chance. MovieRed ('0b953c0d') Triggered by: MySim took a trip to see a movie and 30% random chance. TractorGreen ('0b9539ab') Triggered by: MySim took a trip to a farm and the air pollution is less than the pollution medium tuning constant. TractorRed ('eb953c5c') Triggered by: MySim took a trip to a farm and the air pollution is greater than the pollution medium tuning constant. About Transportation WalkGreen ('4b9539cd') Triggered by: This one is defined in the table, but is never used. WalkRed ('4b9d445d') Triggered by: This one is defined in the table, but is never used. CarGreen ('cb9538b9') Triggered by: MySim is in a car and the traffic congestion is less than the traffic congestion low tuning constant. CarRed ('2b953bb0') Triggered by: MySim is in a car and the traffic congestion is greater than the traffic congestion high tuning constant. MySim is at home and nearby traffic congestion is greater than the traffic congestion high tuning constant. (As in traffic noise.) MySim is at home and there is no road connection. BusGreen ('ab9538ae') Triggered by: MySim is R$ or R$$, at home, a bus stop is nearby, and 30% random chance. MySim is on a bus and traffic congestion is less than the traffic congestion low tuning constant. BusRed ('cb953ba9') Triggered by: MySim is on a bus and traffic congestion is greater than the traffic congestion high tuning constant. MySim is R$$$, at home, a bus stop is nearby, and 30% random chance. TrainGreen ('4b9539b3') Triggered by: MySim is traveling by Subway, Train, Elevated Rail, or Monorail and there is no trip delay. TrainRed ('2b953c62') Triggered by: MySim is traveling by Subway, Train, Elevated Rail, or Monorail and the trip is taking twice (or more) longer than it should. FerryGreen ('eb9538f0') Triggered by: This one is defined in the table, but is never used. FerryRed ('cb953bd7') Triggered by: This one is defined in the table, but is never used. BoatGreen ('8b9538a0') Triggered by: MySim is at work, there is a Marina near their home, and 5% random chance. MySim took a trip to a Seaport, Marina, Car or Passenger Ferry and the water pollution is less than the pollution medium tuning constant. BoatRed ('2b953b99') Triggered by: MySim took a trip to a Seaport, Marina, Car or Passenger Ferry and the water pollution is greater than the pollution medium tuning constant. AirplaneGreen ('eb953890') Triggered by: MySim took a trip to an airport. Random Conversations Exercise1 ('8c0d2e8a') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Exercise2 ('ec0d2eac') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Exercise3 ('ec0d2ebe') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Food1 ('0c0d306c') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Food2 ('ac0d308c') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. MySim is at home and 3% random chance. Food3 ('0c0d3096') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 30% & 5% random chance. MySim is at home and 3% random chance. Movies1 ('6c0d312a') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Movies2 ('4c0d3145') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Movies3 ('2c0d315a') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Party1 ('ec0d2ed1') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Party2 ('6c0d2ef2') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Party3 ('ac0d2f04') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Romance1 ('8c0d31c5') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. MySim is at home and 3% random chance. Romance2 ('6c0d31da') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. MySim is at home and 3% random chance. Romance3 ('0c0d31ee') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. MySim is at home and 3% random chance. Style1 ('6c0d30da') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Style2 ('0c0d30e5') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Style3 ('ec0d30f9') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Tech1 ('cc0d3177') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Tech2 ('cc0d318b') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Tech3 ('cc0d31a1') Triggered by: MySim is in a residential building and 10% random chance. MySim is at work and 5% random chance. Sunshine ('6b8c3221') Triggered by: This one is defined in the table, but is never used. Pollution ('cb8c3209') Triggered by: This one is defined in the table, but is never used. Health ('8b8c3218') Triggered by: This one is defined in the table, but is never used. Justice ('eb8c31fe') Triggered by: This one is defined in the table, but is never used. Crime ('eb8c3189') Triggered by: This one is defined in the table, but is never used. Education ('0b8c31f5') Triggered by: This one is defined in the table, but is never used. Walk ('0b85ba93') Triggered by: This one is defined in the table, but is never used. Car ('8b85ba82') Triggered by: This one is defined in the table, but is never used. Bus ('2b85ba76') Triggered by: This one is defined in the table, but is never used. Ferry ('cb85ba8a') Triggered by: This one is defined in the table, but is never used. Train ('eb85ba9e') Triggered by: This one is defined in the table, but is never used. All The Balloons Downloadable In case anyone would want them, the three attached files are the .png images. The first file contains the originals as extracted from Simcity_1.dat and have the Pink (#FF00FF) background used as a transparency layer. The second file has all the images as I've posted them in this thread. And the third file is all of the images as a single .dat file which could be tweaked for in game use. MySims Balloons Originals.zip Sim Balloons as Posted.zip MySimBalloons.dat
  18. 2 points
    I've had this happen to me too, not on a virtual machine but on a computer lacking any form of internet connection. I sincerely doubt that's due to any telemetry business, but rather more likely a software bug that causes the application process to not terminate properly when you close the game programme.
  19. 2 points
    Here's the thing people, you may think you are better off without these patches. Actually, I know I've not yet installed them on my machines. BUT and this is very important, I know how to recover my machines and data, I am 100% aware of the risks involved. I will patch it, eventually, when the dust has settled. But in doing so I am taking a calculated risk, this is really not something I could recommend to the average user. Frankly the risk of not patching these issues is vastly worse than the risk from doing so. It's basically like leaving your front door wide open. Remember, those who were affected by Wannacry hadn't patched their systems. So if you are in doubt, there is no doubt, install the patch unless you are prepared to accept the consequences. One tip: MS did miss a trick when they failed to create a Restore Point before installing the update. Doing this manually will allow you to restore your system easily in case something goes wrong. However, bear in mind Windows 10 will just create an infinite loop because as soon as you recover the system, it will auto-install the patch again. But for Win7/8.1 users, here's how to manually create a restore point: Click on the Start Menu Enter "System Restore" into the search box Click to open the System Restore link (which should be found in step 2) Follow the on-screen instructions to make a restore point Make sure you give it a name you will be able to cross-reference later Bear in mind here, MS's philosophy is that you shouldn't uninstall critical patches, hence no restore point. This is quite deliberate on their part, although I don't fully agree with that logic. The text above is more logically suited after everything below. However, I understand many won't want to read all the ins and outs of these issues, nor will they understand them. Hence I've started my response with the conclusion, hopefully most of you will see sense and realise patching is the only safe solution. Your CPU is making guesses based on things it expects will need processing. It does this because the parts of the CPU dedicated to such tasks are otherwise doing nothing, i.e. it has no "cost". Should it make the prediction correctly, it speeds up the activity being performed. If the prediction is not useful, it just gets ditched, again nothing is lost by trying and usually the predictions are accurate enough to give a significant speed boost. The core problem is that this predictive processing is being done before any security measures are performed, outside of the OS side of things. Because after all, it's not processing the actual task, just trying to have it ready in case it's useful. If it is useful, then during it's actual processing, all the usual security safeguards are applied to it. But, due to a poorly implemented way of doing such tasks, there is Kernel-level access for code ran this way. It's possible to nefariously utilise this mechanism, in order to bypass the security of the kernel. In layman's terms this is very serious, because it means vulnerabilities could expose private data such as passwords, logon credentials and other sensitive information. To begin with, the nature of the flaw is clearly explained, they have told us what is wrong. The problem with this logic, in essence you are saying, don't lock your car or house, because it's your right not to have your car stolen and home burgled. So leave it to the police when it does happen to bring the perpetrators to justice and all is fine. Only you've still lost your car and the contents of your home are gone, assuming they are not recovered without cost, who is paying for that loss? Typically it'll be an insurance company, who might think you should have taken sensible steps to prevent the loss. Sure, we shouldn't have to lock our homes, but the reality is we do. Until we live in a Minority Report world where crimes can be stopped before any damage is done, people need to protect themselves against threats. That's not really fair. MS, along with many other vendors were made aware of the problem by Google employees last year. Since then, they've been working on fixes behind the scenes, trying to get a fix in place BEFORE it went public. The fact is, no exploits were in the wild, so the risk was very minimal and they had time to work on the code. Until someone publicly reported the flaw, at which time MS had to scramble to provide a patch, knowing it would only be a matter of time before attacks based on the flaw would be in the wild. When you rush things, these problems can occur, I guess they had to weigh one set of risks against another, I can see how patching was prioritised in such a scenario. Let's compare the issue to the WannaCry one this thread is based upon. MS knew of the flaw, patched Windows 10 well in advance of any issues in the wild. Similarly they patched Win8.1 / 7 systems long before there was a real credible risk. However, when it became clear it was really a big problem, they relented to patch out of support XP systems as well. However, those affected systems were either unpatched by end users, i.e. left insecure, or on O/S's that were out of support, i.e. known to be insecure. Now you can blame MS all you like for that flaw existing, but in reality those who got infected had knowingly decided to use an insecure system. It's very much the reason why Win10 doesn't allow you to choose when to patch things, because users think they know better, when often they don't. MS didn't invent the problem, Intel (and others) have been making flawed chip designs. They are having to re-build the way the OS works, because Intel aren't going to replace all those processors and no Firmware/Microcode update is able to fix the flaw. That's where the performance penalty comes in, to make up for the problem the software will now be less efficient. Think of it like being forced to take a less direct route everywhere you go in your car, you are wasting gas every journey. But to avoid the issue, you need to buy a new engine for your car, then you can use the direct routes once more. Only it's worse, because if Intel did replace CPUs (engines), they only have newer ones, these won't fit older machines (cars). What most people need is a new computer to avoid the problem. Only there are two problems with that also, first most new CPUs suffer the same problem, it might be a while before it's fixed in hardware. Secondly, now the O/S has been changed to work less efficiently, so new CPU or not, you'll still suffer the slowdown to some extent, because the O/S is no longer as well optimised. Which is another way of saying you don't really understand the information being given to you. Rocket science is mostly gobbledegook to me, but I wouldn't claim because I didn't understand it that it was somehow false. I mean, rocket science seems to be a thing that works, right? No, it's a fault with the design of the instruction set of CPUs. It's just that in order to make use of that, you must have code. But then if you don't give a CPU code, what exactly is it's purpose? It's logical that any such inherent flaw in a CPU would need code to make use of the flaw. If you can't grasp that, perhaps you shouldn't be giving advise to people who just want to know the best course of action to stay secure.
  20. 2 points
    Surprisingly (or not), people have put a fair amount of time and effort into these April Fool's uploads... Including the "Very Large Maps Mod" mentioned above, there have been many elaborate pranks run over the years. They've included an ultimate dependency file (and another), a new 3D perspective, a free roaming camera angle, a mod adding rooftop gardens, at long last a fix for a certain city crippling bug, to defying the laws of modelling by remarkably converting SC4 buildings for use in SC13! Really the general theme has been all about solving the impossible in a plausibly believable way. The idea that a bit of light-hearted humour never hurts, and the hope that downloaders do see the funny side (even if their initial reaction may suggest otherwise). Having said that, it's true any joke can be taken too far or even completely the wrong way. For this reason we've added notices atop those files we're aware of. While they could each be taken down and banished from the STEX forever, we'd like to think the notes provide clear and sufficient enough warning for prospective downloaders. Sure the jokes aren't for everyone, and they are rightly over from April 2nd of the year uploaded. However, for those who may appreciate the effort behind the pranks, the files remain available as small samples of nostalgia among Simtropolis folklore.
  21. 2 points
    First up; The old "mineral terminal"! Next up is the part of the town im currently working on. Its the outer parts of the downtown area. Still a WIP. Not really much to say regarding the shots..."its just a town"... :-) Laters!
  22. 2 points
    I just reread the question you addressed to me, and had an AHA moment. You have just opened my eyes to an aspect of PIM-X I've never had need to use before , so didn't know it existed. Here is what PIM-X will do for you. If a lot already has a menu icon assigned, when you click on "Change icon", PIM-X pops up some sort of limited app titled "Icon Maker", which when fed the location of an existing graphics file (in your case, you've been using JPGs), will create a new PNG file that replaces the existing menu icon file, but keeps the existing IID. It sounds like all you've been doing until now is replacing existing menu icons. So this feeds into @T Wrecks suggestion: 1. When one creates a new Building exemplar in PIM-X, two properties have values of 0 (Lot Resource Key and Item Icon (menu icon)). The Lot Resource Key will be populated once you create a lot using this building exemplar. The value for Item Icon (which is the IID of png file containing the menu icon) can't be added because there isn't any way to create the icon and assign it a proper TGI (the above mentioned Icon Maker can't do that). 2. However, there are 2 ways to accomplish what's needed.. The first thing you need to do is give the new lot a menu icon. You could use SC4 Lot Icon Creator to create an icon, and jump through whatever hoops are necessary to give it a TGI, and import it into the SC4Lot file, and then modify the Building Exemplar so that it recognizes the icon (i.e. change the Item Icon property to reflect the IID of the newly imported icon). OR 3. Open Reader, open both your new lot and another lot that has an existing menu icon file. Copy the necessary PNG from the second lot to your new lot. Change the IID of the new PNG file to the same IID as the the exemplars. Change the Item Icon property in the Building Exemplar to reflect this new IID. You now have a SC4Lot file with an existing Menu Icon (albeit an incorrect one), that you can now change using PIM-X. Let me know if you need more detailed instructions to accomplish the Reader tasks. You'll need to decide which process works better for you, but in my mind, the second makes more sense as you only need 2 programs instead of 3.
  23. 2 points
    That sounds really weird. First, maybe is because I use the CD version (as opposed to the digital downloads), but I've never seen the game running as a background task. Maybe is the managing tool of your game reseller the one that runs on the background, in which case you can stop it safely, and indeed it should have an option on its configuration to stop it from being loaded at the system start. Now, about the game executable being able to go online and send information, I don't think it's possible. Consider that the game has a very rudimentary method to connect the user to their online service: a button on the region view that simply sends an URL to the browser. If the game designers would have the technology to send data directly from the game, why they don't use it to make a more appealing online interface inside the game, hence attracting more users to a site on where they could spend more money on downloadable content or other games? It doesn't make any sense. To be sure, you could perfectly use the game while disconnected from the Internet and only connect your computer back when being sure that the game process has closed completely, but that's a bit over-the-top, IMHO. You can also configure your firewall to block all traffic to and from the game application, and it still will work without problems.
  24. 2 points
    This is gonna be so awesome, considering your skills!!! By the way, the part of your map you already did looks perfectly realistic, and that's a huge achievement on a game that's so hard to force to behave that way! In particular, you have to define from where the water comes to that lake and where it goes: to me, it looks like an endorheic basin, cut from the sea by those mountains, so the seaside of the hills should be more humid and forested, while the sorroundings of the lake would be salty, with more wildlife than plants on it (think on flamingos). If, on the other hand, the lake goes down from the mountains, you'll have to find a way to make snow to be present on the earthside of them, as all mountain ranges cause curtain effects on sea winds, squeezing their humidity; nonetheless, there are lakes like this one, as the Diamond Lake in Argentina. Yup, that's true, but in fact, those bad landscaping decisions occur, or maybe they aren't even bad ideas, if the context asks for it. For example, if you have a beautiful trimmed lawn on a plaza and everyone and their dog insists on littering and destroying it, maybe is a good idea to fence it and to put benches to block the passing. I've seen dozens of squares on which this is done. Really nice design, and as T Wrecks says, the contrast between the neoclassical facade and the functional rear is the cherry on the top. If only, it would be nice to see a modular version, with two sheds side by side behind the front building, occupying a two-tile wide lot. Mind you, this is pure greediness from my part, but maybe you agree with the idea... It wouldn't be necessary, as the only reason the NAM includes stations is to fix the ones that were massively used but incompatibly modded with the NAM itself. Provided that Matt mods this new stations according to the NAM standards, there won't be any need to include them, and they will be readily available on either the STEX or the LEX, the same places from where people downloads the NAM.
  25. 2 points
    First note: PIM-X does not allow you to create and/or add icons. You must use another program. You first must have a .jpg (or other suitable graphics) file you want to turn into an icon. Then you need to use something like SC4 Lot Icon Creator (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3092) to create a proper icon file. Second Note: @T Wrecks beat me to the punch here. As he said, growables have no need for a menu icon as they don't show on the menu. All non-growab;le lots obviously have to have a menu icon file or they won't show up in the menu. This file is in png format, and actually looks like it is four icons. The second png file often (but not always) included with non-growable lots is not a menu icon, but rather just a graphics file showing the lot. This same type of graphics file is sometime included (but is far rarer) with growable lots. It is actually not necessary for either growable or non-growable lots.
  26. 2 points
    FYI, if the conditions are correct, you will end up with eternal commuters, whether you have CAM installed or not. Reference the I-HT fix, if CAM 2 installed correctly (which usually comes down to whether the datpacking routine completed correctly), there's no need to install the I-HT fix separately, as one is included with CAM. If CAM 2 installation did complete with no errors, and you then successfully applied the I-HT fix separately (which would again involve datpacking), no harm done. One way to determine whether any I-HT fix was probably applied successfully is to check the date of the SimCity_1.dat file in your install directory. If the date of the file is anything other than 1/22/2004 (and especially if the date corresponds to when you installed CAM, or reapplied the I-HT fix), you're probably good to go. The only way to verify for sure is to use either iReader or SC4Datanode to actually look at the exemplar involved. If you're comfortable with either of these tools, and want to go that route, let us know and I (or someone else) can tell you what to look for.
  27. 2 points
    I was naive and impulsive and honestly just unfamiliar with simtropolis while writing this. Had I spent at least 15 minutes familiarizing myself first I would not have done so. I am tempted to delete my comment, but alas! this truth is better shared for others' sake than to be hid. Thanks for the friendly reactions
  28. 2 points
    hi just introducing myself here to Show i read the new here thingy
  29. 2 points
    I think it should just be put up year after year for a week and this way the community will always know and itll be like one of those inside jokes which make People laugh year after year instead of being a disappointment time and time again People will start to look Forward to it even, and the jokes will get better and better and more Elaborate and eventually itll be like oh f*** yea what did they come up with this time. and like People will Play it and theyll have this anticipation of when will ''it'' happpen? whats going to happen??? and then like 19 years down the road just make it so nothing happens so People will be let in complete anticipation and the whole joke is that nothing happens!
  30. 2 points
    As time goes by and as we got the road modding tool I started something again. Still I need to figure out how to do this, but atleast I got a model designed: quick and dirty, 126 Tris per segment. The texture is just a proof of concept, I gonna stick to the default asphalt with custom lines and dirt (skidmarks). The model is 64m wide with 2m boundaries going down and divided by a 8x8m grid. The asphalt sits +30cm above the ground atm. The grid you can see is set up to resemble the one of C:S - so you can imagine how wide this model will be The terminal is on hold as the mesh provides problems - probably I gonna create a basic new terminal completely on my own. Also I gonna update my "old" releases in order to unify and improve them using vehicle effects - due to the update bug those will be fresh releases Stay tuned.
  31. 2 points
    It's not so much better looking rails I want, it's all the stuff around the rails. Currently, there's only the vanilla concrete ballastless option, which is great for light rail in the inner cities, but if you then want to extend the light rail into the suburbs, it starts looking very goofy. Even just a conversion of the vanilla train tracks for use with trams instead of trains would be wonderful, especially as it doesn't have any sidewalks. I've always been a bit annoyed at the people walking along the light rail/tram tracks instead of just getting on the tram.
  32. 2 points
    I would have to say that is best looking station in the game
  33. 2 points
    Its hard to relate it directly to Vancouver, although it does have the 'feel' of Vancouver, but more important I think is that you've achieved a natural look generally to many of the cities we are familiar with in the West. I can imagine taking the Google street maps and rendering them in SC4. There's a great business deal for Simtropolians.
  34. 2 points
    Early-Morning Update; Port's done. I'll get glamour shots soon, but here's the overview.
  35. 2 points
    Hello ! This is my Work in Progress Map of Mont-Ventoux in France : I want to had gravel texture on summit but I don't say what to doing that. "sorry for my english" Le futur village d'Aurel vue sur le Ventoux : Le futur village de Brantes vue sur le Ventoux ; En haut des gorge d'Aulan dans la Drôme vue sur le Ventoux : Toujours le Ventoux vue des gorges de la Nesque : Vue de la crête sur le col de la frache et du sommet du Ventoux : Le sommet vue du Chalet Reynard : La futur station de ski du Mont-Serein : Et enfin la vallée du Toulourenc :
  36. 2 points
    Today, i'm working on the Hoyt Port. The first picture is of the mammoth double datacenter constructed during 2015. Looking like a Simon Stålenhag picture (On a side note; his book is getting a movie? NICE.), the datacenter is mostly rented out by Bitcoin Mining, an endeavor the Port Authority thinks is laughably stupid but lets stay around anyway due to the revenue and a pilot Waste Heat program. The second photo is of the Deadline, previously used to ship to various factories, it lays in a state of semi-abandon due to a newer terminal taking it's place. It serves as a place to store dead equipment, with a pair of older tankcars and a MP70 waiting their fates. In the distance, a new parking lot is being constructed, soon to pave over the deadline.
  37. 2 points
    my old city : TERRY city 1 (Urban renewal) for 2 months ago , i want to build "shibuya" but , not more shibuya mods allow me do that.... so i change traget , to build japan style city.This is just the beginning.
  38. 2 points
    My past city got too bloated and disorganized; that feel when you can't focus on any of it. I'm doing my newest one, Saint James, a bit slower, with infrastructure going in first and a more coherant plan. Here, we see the rail lines connecting the Myagi Motors plant, charged with manufacturing the Conquistador Sports Sedan and Burro Truck, to the outside world, with S-Bahn and Freight yards in the background.
  39. 2 points
    You may not find suitable TuLEPs exist for all such setups. Like most intersections that exist in the game, you can have a T-Junction that either ends a one-way road or where a two-way road connects to a through one-way road. But the game's design doesn't suit setups where road convert from one type to another as part of the intersection. I don't think there is one-way road support for the latest FTL-based TuLEPs which were added in NAM36. Probably the closest thing to what you are after would be the OWR Signalised intersections, which can place turn lanes for OWR networks. See this video for some examples of that, but I don't think that's entirely what you are looking for either:
  40. 2 points
    France now with this corner house from Le Mans. I decided to go with the back/side garden so it works best between 2 roads spaced by 3 tiles but as a result it's not very versatile... I might make a more standad 1x2 version with the building only, and a non-corner version while we're at it. http://steamcommunity.com/sharedfiles/filedetails/?id=1254775963 My unfocused Starting-1-New-Project-Every-Day rampage has been worse than ever recently so there are a looot of new projects waiting to be completed... I won't even try to make a New Year resolution for being more focused, but I'll still try to finish as many as possible before starting new ones. So normally there should be (mostly) a number of French growables coming in the near (?) future. EDIT: Made a 2-storeys Level 3 and 3-storeys Level 4 wall-to-wall version. http://steamcommunity.com/sharedfiles/filedetails/?id=1262518350
  41. 2 points
    Additional Beeson City Tour
  42. 2 points
    Moar texturing. I recycled some old textures - I think I need to tweak the colors as they are too similar to other buildings in my canon, because of this... My, have the doodly-doos turned out rather nicely. On a texturing roll...
  43. 2 points
  44. 2 points
    Just a small and dirty one.... :-D
  45. 2 points
    MMP fields and MMP hedge rows...
  46. 2 points
    Currently working on the area where the town goes from surburbs to a more dense part. Good times at the football field is guaranteed! One of the railways that goes through the town: A more dense part of the town. Still some gaps to fill in! A big factory in the outskirts: Right now im working on a small railyard (cargo) See ya soon!
  47. 2 points
    Another old pic I found in this dusty old trunk in the attic. It must have been what Peyton Place looked like back in its early days when it was mostly farmland
  48. 1 point
  49. 1 point
    Some overviews of this area of Sault Ste. Marie which houses the biggest park in the city and the main university for the region. Next one will be the downtown area of the city and that one will fully complete the region.
  50. 1 point

    Version 1.0

    5,018 Downloads

    Todd's Packaging Plant is a tribute to my dear friend SimHoTToDDy, who helped me a lot on my learning path. He is also a guy without whom there would not be a Manhattanville Project today. Come Back Todd, we miss you. I miss you. - Modding by anotn - This upload contains both diagonal and orthogonal BATs; - Orthogonal lot is 6x2 tiles and only growable; diagonal is a ploppable overhanging lot. Both have 362 I-M jobs. - Dependency for DarkNite version is SimFox Day and Nite Modd. Visit Vlasky's Bats from D to A for news and support.
This leaderboard is set to Vancouver/GMT-07:00
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections