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Showing most liked content on 07/11/2023 in Posts

  1. 12 points
    ... and some shots from the updated Zoo. What shall i do next ... @Honolulu: Thanks for the kind words, appreciated :-)
  2. 7 points
  3. 6 points
    Step by step, inch by inch... Oh, yea, I almost forgot...
  4. 6 points
    Trying to discover the manufacturing secrets... The hardest part was how to superimpose several overlays... It remains to discover if there is a "Z_order" and, if so, to see if it is possible to manipulate it with the Reader .
  5. 6 points
    Ohh the curves ^^. Here is one from me... First Orthogonal x Diagonal interchange I have been able to make. -eggman121 (NAM team member)
  6. 4 points
    I will never cease to marvel at the high quality of the designs posted on this site. Whether it's map, region, city, mod or what Barroco Hispano just did (sorry, I don't know the term... Prop?). You have all set the bar very high. Reaching it will be very difficult... Still, I have to be able to do it.
  7. 4 points
    Filling in the areas by the airport
  8. 3 points
    I hate to throw water on this collective guessing game, but it is indeed Columbus. The map folder contains snow parameters for Columbus and I loaded up the map with the texture. Matches the pic.
  9. 3 points
    I just found a great cover of By the Bay made by roggeralves94
  10. 3 points
    @re_di_fiori_ Hi, the yellow building is here and the brown building is from mattb325 on the LEX https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2659 unfortunately not currently available
  11. 3 points
    Keeping the French vibe going ... And i've also started on a refresh of the city Zoo, the entrance is done but i'll share more next time.
  12. 3 points
  13. 3 points
    Alright, this is that same interchange but re-configured as the main access point for the regional airport. Really, it's just a complicated on/off ramp with some lanes dumping directly into the airport and other lanes providing surface street access to the surrounding neighborhoods. I'll post it one more time after it's been fully dressed up and the surrounding city has grown in.
  14. 2 points
    Share your thoughts about mattb325, and post shots of his work.
  15. 2 points
    are we preparing for war, the zombie apocalypse or the return of Van Helsing?
  16. 2 points
    Share your thoughts about Simmer2, and post shots of his work.
  17. 2 points
    @starsfell Hi, if the description of this file is to be believed, Columbus Terrain was used to create tiles. I suggest you check out this thread by CorinaMarie Hope it's help
  18. 2 points
    Progress as of today... a little surprise tomorrow...
  19. 2 points
    Getting back into the rhythm of SC4 after a long break by laying out the transit network in my new region. Just finished a basic 3-way intersection.
  20. 1 point
    Hello everyone, SimCity 4 was among my favourite hobbies growing up, and I want to pay homage to the series by modeling all of it, because nobody's done it yet, so why not. I thought perhaps you would be interested to see how it's coming along! Current progress: 19/600+ buildings modeled, 11 printed (4 not shown here), and a city-building set is in the works. Estimated completion time: 5 years. I keep a blog with daily updates. Don't want to spam this forum. See you all in 2028! 😊
  21. 1 point
    v2 is now live! Fixed the zoom level issue, work has slowly begun on the index pages as well. Also got to thinking about optionally updating for mods like CAM, but for such a thing to be feasible it would likely have to be converted into a "web version" which is something I do not have the time for (and is really stretching fair use). It also appears that the pdf.js bug has been fixed, but that may just be on my Mac, will verify on my Windows PC sometime this weekend. Nevermind, the pdf.js bug does not occur when the .pdf is hosted, but occurs on local copies only.
  22. 1 point
    Hi everyone. This is the Map NHP Grand Teton National Park from https://community.simtropolis.com/files/file/17392-nhp-grand-teton-national-park-by-beskhu3epnm/ and I'm looking for the terrain mod that it looks so green,I think its possibly the PyreneanTerrainMod or other?
  23. 1 point
    Hi all, i was browsing among very old posts in the "Show us what you are working on" from 2013-2014 when i saw a picture showing these two beautiful buildings. I've already tried searching in the residential files list of those years but without success. Do you recognize them and send the link to download these models? Thank you so much! re_di_fiori_
  24. 1 point
    Superbe! All the little details that can be found in a French city are there. I really like your arrangement of R6's "Garage Citroën". I announce to you that the "Matelas Univers" have opened a branch in Brittany and that the hotel "La Gentilhommière" is about to settle down as well (only if the authorities approve their tiled roof. Slate roofs predominate in Brittany). I'm going to look very carefully at your connections from the lots to the routes because that's exactly what I want to achieve with my lots. Merci beaucoup pour cette très instructive entrée. (Thank you very much for this very informative entry)
  25. 1 point
    Those Vikings really have some swank military gear! Mostly taking pics today(way behind), but squeezed in some farming...
  26. 1 point
    Hi Simtropolis! That's my actual biggest city/region in game. I'm working on it since February 2022 and there's still a lot of work and improvements to do... but the final shape of this crazy city's medium/high density zones is almost done! I'm thinking about starting a new CJ to tell you about the history of this city, how i planned it, the place where it stands and show you the main details for each city. It will require some time to build and organize the chapters but i'll definitely be working on it if you're interested. Let me know! see you soon! redifiori_
  27. 1 point
    Night shots of my region, quarters 1 & 3...
  28. 1 point
  29. 1 point
  30. 1 point
    Um, OK. Big Dean Martin fan? That chunk of land in-between isn't exactly cozy-comfy and ginger peachy either! Some stuff got done-
  31. 1 point
  32. 1 point
    Cherryland Golf & Country Club
  33. 1 point
    Working on the cover of the CJ that I want to create. The MMP is still my "bête noire".
  34. 1 point
    More farms, began gridding out the second city.
  35. 1 point
    Hi everyone, check out my new entry
  36. 1 point
    I mirror this style of gameplay and I am very jealous that you are nearly complete with your region! I dream of the day I complete my five (plus) regions and can begin "gentrifying" each tile and their neighborhoods. I attempt realistic gameplay to the best of my ability and similarly to you, I model BATs specific to the cities that I am working on at the moment... Anyway here is one of my current models in-game:
  37. 1 point
  38. 1 point
    My region as of 15 minutes ago- Plop water- JPN Downtown/Urban Canal Set links can be found here- Water mod- Timotheus4 embrx02 water is perfect match in tile, not quite in region.
  39. 1 point
    @Broonie Glad I'm not the only one worried about this, I download whatever I can for fear of the site going down. Things are bad on the Internet right now! I'm not even sure my backup files in Google drive will be safe, the way things are going at that company.
  40. 1 point
    Actually, yeah, my original idea was for something like the ModPacc Zero and that's where my initial ideas for it kinda started. But, due to their work on that project already, I just moved over to the next part, lol. But, basically, it would incorporate that, but, there's is technically still separate, as what they're doing is very much needed, and shouldn't be limited to my idea here. Technically the easiest part would be to work through the core part of the game, and just short of the CAM/SPAM/IRM thing, that can be done rather quickly. The part that'll take time is merging those 3 (and related) mods to fix the other issues. But, yeah, I'll check out that other thread to see how things are going. If work over there is going well, then it might actually improve things considerably, as one of the concerns I had brought up at one point (elsewhere, and icr if it was this site, or in the discords or what), where many of the mods that were done would be grouped together by person (ex: Simmer2's contents being lumped together in one or a small handful of packs), to help speed up the process so that people aren't sitting here trying to follow the dependency list logic. I've still got a couple mods/lots that don't show up properly due to missing dependencies, but, idk what those are, just that they're missing.
  41. 1 point
    @Ryuu Tenno have you by chance read through the Sharing Plugins Folders - Discussion thread, including the three pinned posts? I see a lot of parallels between what you're proposing and what has been discussed there. I think the discussion should (for now) be centered on how can we provide quick, easy to download packs that players (especially new ones) can painlessly get a bunch of content to play with. Incidentally, the BSC Common Dependencies Pack is a huge step in the right direction! Honestly, before we start with CAM/IRM/SPAM/Paeng/etc. which will be very complex, the best first place to start is @Cyclone Boom's and @CorinaMarie's MODPACC ZERO, which combines 30+ essential bug fixes into one package. I've been around here for 10+ years, and I know I only have probably half of those fixes installed. Because it's play-style/preference agnostic, its something we'd be able to recommend to every player to start with. I'm unsure what the progress is since the last post about it, but if you want to start on a tangible and relatively well defined project, that's how I'd start.
  42. 1 point
  43. 1 point
    Traffic simulator switched on. And boy is there a lot of it.
  44. 1 point
    Not quite. The idea is to make a set of packages so that people can install modules to expand their game. Or, well, that was the initial idea, simply due to server limitations for both the STEX and the LEX (I didn't want to overload them with giant files). The goal is to cover the core aspects with the main part, and then, we could add on the extra stuff over time (such as the newer lots). This way the biggest mods that seem to have the most impact, such as CAM, SPAM, IRM, and AMPS could all be folded into a single mod, and they'd be tweaked and updated as needed to help improve them, as well as to get them to play well with each other. One of the other things about this, is that the ginormous list of dependencies would be dropped in size. Like, BSC has tons, but, this would drop it into a handful of files at worst (single file is preferred but, I'm aware of the server limitations). This I agree with, and my view was that CAM would essentially be the focal point. So, everything else (IRM, SPAM, etc) would all be changed to fit into CAM. However, the idea here would be to effectively make a CAM "3.0", as NAM already fixes a couple things that the current iterations of CAM fix, but because NAM is significantly more powerful and more advanced, we could eliminate the need for anything transportation related being fixed/updated by all of the other mods. Yeah, that part I was aware of. That's why Paeng's Industrial Facelift was brought up in the initial post, as I realized that someone technically fixed the industrial aspect to some degree. In this instance, following the core file concept, Paeng's fix would be a good place to start, where the textures and such are updated, but we could tweak it to follow the logic that @T Wrecks implemented with the IRM, where I-HT and I-D were separated into the different zone densities. In this way, we could later add the IRM proper to the game, and the work of sorting industries into their proper spots would already be done, making things a bit easier. So, the interesting part about this, is that the modular aspect to the mod would solve quite a few of these problems. Basically, we'd start off with some core files, which would simplify things, and then from there, players can add onto their game like they normally would, but now the other lots/mods would be following the rules we set in this project. It'd work a bit like CAM, where you've got the core files, and you don't technically need the others for it to work, but, due to it's bare bones nature, you'd likely be wanting more mods (likely just lots), and then you can add them quickly and easily. Couple this with the improved dependencies, and you'd have considerably fewer issues with players having missing props as a result. This all said, if we did go the larger mod route, then having an installer with it, and supplying options would certainly be an interesting thing to work with. Though, I feel this would really only work if we opted to limit this more to the extra lots that people like to get, than to the core part of the game. Yes, this would actually be the case for this project. CAM would be our focus, and then we'd put work into pulling SPAM and IRM into CAM and unifying them into something more solid. CAM and SPAM are pretty good for what they are, but, SPAM very much has inherent issues that have been turning me away from it, and it sucks too, cause I think it was pretty good for dealing with the farms. I certainly don't agree with the logic they applied, being that they added new workers for each tile. The problem with this is that it's a weird programming issue with the game (not a bug per se, but, a requirement for it to work), as the devs had to add a hidden worker to each tile, for it all to show up in the game properly, since farms aren't ploppable. So, they've got an occupancy entry that's filled out, but, the actual job entry isn't filled out for it. As for the IRM, thankfully we don't have to put too much work into it (if any at all), as we've got a CAM-patible version. So, we could easily just use the CAM version as the focus for the rest of the IRM stuff (W2W, any fillers, and other IRM lots that were added over time). And of course we'd have to bring Paeng's fix up to date with the CAM-ified IRM. Yeah, and we can work out more appropriate core files/aspects to allow the game to run without needing to rely on an excessive amount of extra mods to get the utilities to work properly. AMPS is incredible imo, and I'd love for it to continue on, but, it's difficult to figure out how to really go on with it, when we don't technically have all the information we need to have it go on. I don't want to rip it from @RobertaME, but, at the same time I don't really want to leave it alone in it's current state, where there's not many people using it. And of course, everyone's got their favorite utility to complain about, and I think this is where we could massively improve on the garbage system, as I'm pretty sure it's keeping stuff from SC3K, and not been properly updated to fit that of SC4. Though, in my latest play through, this idea seems a bit off, which makes me think they had planned for something with it, but just never completed it, leaving us with these interesting issues concerning the trash build up. Now this one gets rather interesting to deal with. You're right, in that with the OpenSC4 projects in the works, we can finally address the menu issues with the lots causing endless scrolling, but, at the same time, it's actually quite possible that we can fix it even in the current version of SC4. Unfortunately, I'm not exactly sure where the information is to do this, so I don't know if it'll work; but I did realize that we could improve things considerably, by adding new "lots" (someone's added folders/labels to their menus) that when clicked, would simply open either the news window, or the advisor dialog and then you could navigate through a more refined menu there. There's already enough triggers and such in the game that implies that this is functional on some level, so, I'm sure we could actually get this work really well (if it can work of course). And in theory, this could also eliminate the need for the menu management lots. That said, if we're able to sort out the endless menu scrolling, then I don't see a reason to fold DAMN into this. Though, my experience has been that the DAMN Manager is considerably better overall. Unfortunately, as mentioned in the AMPS development thread here, DAMN ends up overriding some of the locked lots, allowing people to bypass the unlocking requirements. I'm not even sure how to fix that, nor do I know what would happen if we went my route of adding in new menu items (like that of the NAM icon) that would open up the news window for exploring the lots. Still, having some kind of menu improvement would be nice, but, I know that's going to take some time and effort to get through. And this is why I have concerns about this project. I want the project to improve everyone's lives regarding playing the game, and downloading mods. But, one of my biggest concerns is that of people who may have already gone through such an extensive amount of work, that they might not even be interested in having this project go anywhere. And I absolutely don't blame those who have gone through all this work and not wanting to have to redo it specifically to enjoy the mod. It's just a weird balance thing to have to deal with is all. I absolutely agree with these. NAM's very much a special case, and of course utilizing it's own installer, causes this mod to sit separate from the rest of this project. Mostly. Part of the idea here would essentially be dumping everything related to traffic into the NAM. Unfortunately this might not be all that great an idea, but, since the NAM team already has so much on their hands to contend with. I certainly think that the bug fixes that would be associated with the traffic would be doable, such as the Farm Desirability Mod as they can adjust it as needed to allow both the traffic and the zones to work properly. ============================================================================================================== To add to all of this, part of the project is trying to collect many of the minor tweaks/updates that people have done over time. We've got such things as the City Hall Upgrades mods (one got it to actually upgrade, whereas another made them ploppable); a good handful of relots, as really, many of the default lots are just poorly/badly designed; and some population and job adjustment mods, which help to correct the number of Sims in various buildings. These are all still very important, and imo, much needed for the game to be a bit better balanced (which itself, may result in fixing other weird issues/bugs in the game). I've also got a mod of my own that I've been trying to work on, which is meant to rework some of the civic buildings, to have better service coverage and capacities. And, to a degree, it would work a bit like Roberta's AMPS mod, in which it simply changes the default Maxis lots, but, is open to utilizing custom lots to help expand on it. I'll likely be starting a thread on this one soon over in the Custom Content area. To help expand on what was meant for this project, I have ideas on how to keep everything together, by having many of the mods/lots meet some form of requirements list. This would prevent issues with both the project and other mods, so that people won't necessarily be having issues with incompatibilities (CAM + SPAM for example). And of course, if something comes up that could change the mod, we could work out if we'd like to keep the old idea, or use the newer one (ex: CAM modifies the growth stages and caps it at 15 for res + com, but someone figures out a way to add in a 16th one, or maybe has a lot that would push the limits). But, in conjunction with the rules, we'd also have a "stamp of approval" on many of the lots/mods that are implemented to let everyone know that it's officially compatible with the work we're doing, so that players know that they've got a good quality mod. This doen't mean that the lots without the seal are bad, but, it would certainly alert players to the possibility of any incompatibility issues that may arise. And I'm sorry for the super long post (as it is I have to head into work so won't be able to properly reply again until after I get back home), I just wanted to make sure the key stuff was addressed. Do let me know if y'all are confused with anything I've said so far so that I can correct it.
  45. 1 point
    This is a very active discussion in the SC4Devotion discord server. Actually this thing is already underway but only on the LEX side. We're creating modpacks with JAVA installers that allow people to install things automatically by sorting out all the various mods that have been developed. Surely the Airports and Seaports are a particular discourse because of their complex modding nature and therefore go to follow the NAM style organization. For the issue CAM, SPAM, IRM here we enter into a particular discourse as we have too many mods that alter RCI. Whereas SPAM is notoriously famous for unbalancing RCI statistics just to favor farm demand. CAM, in addition to containing patches related to RCI, allows to establish a balance of statistics adopted to a system of growth phases extended and balanced IRM is a mostly aesthetic mod as it improves the quality of industrial lots and separates the various types of industries allowing the player to control the types of industries. So you go by reason of logic CAM becomes the new RCI standard. SPAM disappears but all grow lots must be modified to make it compatible with CAM. Industrial lots, on the other hand, must be compatible with CAM and IRM. NAM is out of the question. NAM is a particular mod that should be left in this way. AMPS can be merged with utility management mods. This allows us to fix all the patches and mods related to utilities DAMN is a mod that was born to solve the congestion of sub menus but has never been successful. For me we can exclude DAMN from this logic. Also because there are two OpenSC4 projects that allow us to better manage the UI. We are currently in a golden opportunity to fix all the problems we have now and do something unified and clean for the community as well.
  46. 1 point
  47. 1 point
    After a long discussion and some research I had done on SC4Devotion I found out that SimCity 4 can handle fresh water and salt water. So I changed some parameters in the Utility Controller and maxis buildings like Hydiric Towers and Water Pumps to run a test if we can update the water utilities gameplay. I can say that the Test was successful although with interesting implications. First, SC4 manages to handle the difference between aquifer (Default setting), Freshwater and Saltwater. But there is a problem. Since we cannot access the source code of the game and we cannot physically change the difference between fresh water and salt water and as a result we have a game that sees a sea, a lake, a river of both fresh water and salt water. But among the settings of the Utility Controller we can set the distance parameter where if we are outside a certain distance from the water source, the building will not work. So you can change this setting for freshwater and saltwater to implement a virtual seperation between the water sources Water pumps that supply fresh water from a lake If we put fresh water pumps and desalinators in the mainland away from the water these buildings do not supply water but the UI can deceive people as it shows that the pumps have a maximum efficiency but do not produce anything. Fresh water pumps and desalination plants do not work if they are on land but the efficiency of the buildings is at its maximum despite the fact that they do not produce any water Currently the mod is in an alpha phase because there are problems such as the UI and probably we should modify a little Utility Controller to incorporate other patches concerning waste and electricity But since we are talking about an important mod I decided to make this alpha available to the public to know your feedback. ZZ__AWM.zip Warning: To make the desalinator work you must first install this mod. Also for a modding error the main building does not work correctly and then you have to use the tank to build the desalinator working
  48. 1 point
    Clearly you've done a tidier job with the river than I, but I wanted to show you this image I once created, to hopefully serve as inspiration as to how to fill the gaps around the river and farms. I've used a combination of grown farms, plop/filler lots and MMPs to make this. They key to the riverbanks is to create them in layers, through experience using MMPs, you get a good sense of the best order for which to place them, but a good rule of thumb is get the largest items in first. Usually I'll make the MMP river first, then I'll fill in areas with things like rocks, trees and other larger features first. Then you can layer up sand, pebbles/small rocks to form the shore, moving to grasses, flowers and flora to fill in the gaps. Another key is finding as many suitable MMPs as you can get your hands upon, you can never have too much variety. Whilst it doesn't include anything recent and some of the links may be out of date, the following list is pretty definitive, especially considering that the number of MMP releases has been much less in recent times. For the most part it covers all the essentials, for newer stuff off the top of my head also check out all of Girafe's and Barroco Hispano's flora/trees, SM2 also made a number of useful MMPs too.
  49. 1 point
    20 years ago I got my copy of Rush Hour and installed it on a new WIN XP desktop. At that time we lived in an isolated mountain community and only had dial-up (Stone Age tech) for internet so didn't do much browsing. Then in 2009 we got a satellite connection and suddenly the internet was open for exploration and somehow I discovered Simtropolis and subsequently several other SC4 sites and started downloading so much content that I ran out of memory storage and had to learn about external storage To make a a long story short, my experience has evolved from WIN XP to WIN 10 and a digital copy from GoG that works beautifully and so has the game. This game has kept progressing for 20 years and is still the best city building game available. I hope to still be playing SC4 20 years from now. thanks to all the modders who have kept it up to date and to Maxis for providing tools to enable that.
  50. 1 point
    CAM Revival Project Releases This is a list of lot packs that have been released so far. Diego Del Llano Growables - 2017 Pack Two Diego Del Llano Growables - 2018 Pack Diego Del Llano Growables - 2019 Pack Reddonquixote CAMeLot Pack Other CAMelots This is very much a work in progress, but I'm creating a list of available CAMeLots by various creators to make it easier to find and download them. You can view the current list here.
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