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Showing most liked content on 07/23/2017 in all areas

  1. 12 points

    Version 1.0.0


    Eighth Avenue Place East Tower from Calgary, Canada. 3x5, 5x3 ploppable and growable. This was originally just a test export. But since the 3dsmax files have become corrupt, I can no longer finish the model. So, you'll notice details about the building a different and a few incomplete things here and there. Just thought I'd upload it as is rather than it go to the graveyard. Oh well! No dependencies. Enjoy!
  2. 11 points

    Version 1.0.0


    The Columbia Center, formerly named the Bank of America Tower and Columbia Seafirst Center, is a skyscraper in downtown Seattle, Washington. The 76-story structure is the tallest building in Seattle and the state of Washington, reaching a height of 937 ft (286 m). At the time of its completion, the Columbia Center was the tallest structure on the West Coast; as of 2017, it is the fourth-tallest, behind buildings in Los Angeles and San Francisco. The Columbia Center, developed by Martin Selig and designed by Chester L. Lindsey Architects, began construction in 1982 and was completed in 1985. The building is primarily leased for class-A office spaces by various companies, with the lower floors including retail space and the upper floors including a public observatory and private club lounge. The tower has the tallest public viewing area on the West Coast and west of the Mississippi. It occupies most of the block bounded by Fourth and Fifth Avenues and Cherry and Columbia Streets. PLEASE, DELETE OLD VERSION This file Includes: Functional Landmark with 5,000 CO$$$ Jobs To install: Unzip the folder inside and dragg it on C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins
  3. 11 points

    Version 1.0.0


    Perth Council Building, by Mattb325. --------------------------------------- Inspired by the Council Building in Perth's Stirling Gardens, here is another iconic early 1960's building. This is an example of the modernist style with Bauhaus leanings, and has distinctive external 'T' shaped sun-shades in alternating patterns over the curtain glass wall to block out the hot Western Australian sun. Conversely, the roof area has a perspex covered walkway which I imagine would be about as comfortable as an ant under a magnifying glass in the broiling summer heat! It is with the 'T' shaped awnings that I taken most of the liberties with this building; reducing the width of the top part of the 'T' to ensure that each sun-shade is clearly visible in game rather than blurring into one. The real-life building was actually slated for demolition in the 1990's, but was saved and renovated as well as adding one extra floor at the top of the building. Recently, the building was also fitted thousands of coloured leds: hence, the unusual, and prettily-coloured night-lights. This BAT functions as a government building and town hall in game. In addition to providing your sims with 185 highly desirable civic jobs, it will help alleviate the commercial demand caps that can hinder city development. Given the way that the game is designed, in addition to providing health, education, safety, etc, using rewards is an absolutely necessary part of being able to develop large cities and regions. It sits on a 5x3 lot and will easily blend in with other park lots (such as the SFBT mid-wealth set) that use the Maxis R$$ plain grass. Similarly, given the fact that the building is 13 floors high, it will also work well in a dense city environment. * It is offered as a reward without needing to meet pre-existing conditions. * It is located in the REWARD Menu * It can be placed more than once in a city. * It DOES NOT over-write the ingame town hall (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis town hall reward. * It DOES NOT over-write any of my other town hall lots (so can be used in conjunction with these as well). --------------------------------------- STATS: Lot size : 5 x 3 Plop Cost: §47,000 Monthly Cost: §1,170 Budget Item: Government Buildings Occupant Groups: Reward, Courthouse Demand Created: Jobs§: 23, Jobs§§: 151, Jobs§§§: 11. Landmark Effect: +105 over 33 tiles Pollution: Air 3 over 2 tiles, Water 2 over 3 tiles, Garbage 31 over 0 tiles Power consumed: 55 MwH Water consumed: 111 Gallons/Month Bulldoze Cost: §11,720 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mods) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC MEGA Props - SG Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746) --------------------------------------- NOTE ABOUT PARKING TEXTURES: Sadly, negative comments/reviews from a few members of the community continue to force me to add this utterly ridiculous disclaimer...this building has underground parking, and I have not used parking textures. If you wish to add parking textures, please do so using the lot editor and keep your negativity to yourself. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  4. 10 points

    Version 1.0.0


    Here are four Old Time Power Plants using jestarr's various small Boilerhouse models. Thanks to jestarr for the great props. All capacity/plop/monthly costs are balanced to the standard Maxis coal power plant's numbers. These lots feature smoke effects and normal levels of pollution. The diagonal Boilerhouse Type A lot and the Owosso lot have concrete base textures from NCD Railyard Textures pack, matching @T Wrecks' Industrial Revolution Mod I-D fillers. Other lots have grass or dirt base textures. The Owosso Boilerhouse has an overhanging portion: depending on neighboring lots, the basement access stairs will be hidden in a W2W setting, or show on pavement with IRM fillers. Menu Location: Utilities > Power Menu Sort: Before Default Lots Stats: Smokehouse Power Station Size: 1x2 Capacity: 550 Plop Cost: 900 Monthly Cost: 40 Theme: Grassy Boilerhouse Type A Prop family: Sterling Brown/Empire Red Brick Variations Size: 1x3 Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: Dirt Boilerhouse Type A 45 Size: 1x1 with overhanging diagonal prop (Sterling Brown only) Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: IRM I-D Owosso Boilerhouse Size: 1x3 Capacity: 1750 Plop Cost: 2900 Monthly Cost: 100 Theme: IRM I-D Dependencies: BSCMegaProps JES Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSCMegaProps jestarr Vol02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 BSC Mega Props - JES Vol05 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props - JES Vol06 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 Sterling Consolidated Manufacturing by jestarr http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1633 Railyard and Spur Textures, Mega Pack 1.02 by North Country Dude http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2177 Installation: Unzip the file "CT14 - Old Time Power Plants - jestarr Boilerhouses.zip" into your Plugins folder. If prompted, merge with "CT14" directory if existing. Removal: Demolish any of these firetraps which have not yet engulfed their neighborhoods, nay, your entire city in an inferno, and move the folder "Plugins/CT14/Old Time Power Plants/Jestarr Boilerhouses" out of your Plugins folder. Bugs: Please report any problems with these lots to the development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  5. 10 points
    A bit of affordable living on the outskirts of Tacoma
  6. 9 points
    Yes, I would, because the vision of Net Neutrality presented in your post is very far removed from what it really means. There are so many holes and factual inaccuracies in your argument, I really can't fathom how you've got things so mixed up. Net Neutrality has nothing to do with piggybacking packets of data, it's all to do with prioritisation of packets. Now those two might sound similar, but the distinction between them is hugely important. It is a principle that states, no one packet should be given a higher priority than others, all should be treated equal, on a first come first served basis. This fundamental internet democracy, all packets are equal, is there to protect the internet, it's a good thing, we should all be fighting for it to remain. This doesn't even stem from the internet and is not a modern principle either, it dates back to using Telegraph systems, where the government of the US decreed that all traffic should have equal priority, except for emergency and government use. This principle was taken on board very early in the Internet's life, to protect the freedom of the internet and it's users from commercial interests dictating the quality of a given service/site. I mean come on, it's not like Trump to make out he is the one with moral high-ground, using a factually ignorant argument, to pretend the evil he's about to do for his billionaire mates, is actually what's best for the common man now, is it? Jeez, if you buy anything that man says, go look up the word gullible and try to apply it's definition to your life. Trump thinks he was born rich, because he is better than everyone else, you know he has a higher calling and deserves what he got for nothing. You know, like some sort of royalty, what an ego-maniac, how can any person trust a single word of out his sexual harassing, failing businessman, douche bag mouth, I'll never understand. He is scum, he is a liar and his continual use of oxygen is an injustice to mankind as a whole. Geez, even when presented with unequivocal evidence of his wrongdoing, no one cares, how brainwashed is that? He is not fit (ethically), to sell girl scout cookies on doorsteps, let alone to be president of the USA. Anyway, before getting into Trump bashing, a subject I could write a thesis upon, here's a practical example of how Net Neutrality laws protect people against commercial interests: Let's say your ISP did a commercial deal with NetFlix to prioritise all their data packets. But you had paid for a subscription to another provider for movies/videos. Without Net Neutrality laws, your ISP could prevent your packets from having the same priority on the network as those for NetFlix. In short, that would make NetFlix's service the only viable option, since it might be your service simply could never provide you with the bandwidth needed to sustain a quality video stream. All because your ISP was being paid to ensure NetFlix customers had their content served up as a priority to other video-streaming services. Such a system is not currently allowed, because it protects people from corporate interests interfering with the order or priority which data is served by your ISP. Bandwidth has very little in the way of costs associated with it, that's why for the longest time, you have not had to pay for it. For example, you connect to your ISP, their systems then connect to the outside world, which at some point connects you to the service provider hosting the content you wish to see. The bits in-between obviously do use third party networks, but the real cost there is not in sending/receiving packets of data, it's mostly from putting in the infrastructure in the first place. Sure there are fees charged when data moves from your ISP onto networks they don't own, regional carriers and transatlantic pipes for example, but you are paying for that. Your ISP must factor in those charges when it decides how much to bill you for using it's network every month. Here is the best explanation I could find that breaks down how internet traffic works. Just like how your telephone service includes the costs of network switching as part of a call, these costs for routing internet packets are included in your ISPs subscription charges. Part of the way the internet works is that providers who want a better service for their customers, invest in infrastructure to ensure you can access their site, from the closest possible server to your physical location. This actually applies in the case of ST, since the hosting provider has deals in place to mirror the site to various locations for quicker access worldwide. For example I know CloudFare is being using by the hosting service ST contracts with. My connection to ST is hosted in my city, Frankfurt, on one of those mirrors. So likely my ISP has barely any costs for connecting with ST, if any at all. The ISP hasn't paid for this setup, the hosting provider has, to provide a better quality service for it's customers, making it's packages more desirable for it's clients. Of course this might sound like it goes against the principles of Net Neutrality, but since the packets are not what's being prioritised, simply an optimisation of the connection, this does not break such rules. Of course not all web traffic works this way, some do connect to a lone physical server that is the only one. But, most large hosting providers have long since moved from this system, because it's much cheaper to use such localised hosting services. Not to mention the improvement in the speed and quality of a connection, if YouTube was all based in the US for example, the odds of a quality video stream in Europe would be very low. Thanks to their scale, they can have server farms "data centres" that are closer to where the demand for their services are. This is totally not why PB are needing to charge. The simple fact is, PB have to host and pay for the bandwidth for everything being viewed on their servers. Net Neutrality does not make this more expensive, the two are not related in any way. PB is spending a lot of money to deal with the content of a huge number of members, 10,000,000 of them, this is really expensive. My guess is, the subscriptions simply were not enough to pay for all those costs. That would explain why their service has been very slow for the longest time. It also explains why the sheer number of ad's they put on their site, along with the annoying implementation that bombards you with them, took root. But this is speculation, I can guarantee you however, Net Neutrality rules have nothing to do with it.
  7. 8 points

    Show Us What You're Working On

    WORK IN PROGRESS -- THE JADE BIGHT II WILHELMSHAVEN WEST: (Click to make bigger.) Yo, guys -- Just a few pics today -- git a lot of stuff to do (not to mention Real Life - lol). Finally, after leaving the Siegessauler Platz, we proceed northeast, up the avenue to the top of Victoria Heights -- about 48 meters above Lakeshore Drive. These pictures are a series of shots showing the central business district from a distance. The views will give you a general idea of the uptown area as well as showing you how it ties in with the rest of the city. Bear in mind that this is my first experience playing with skyscrapers to make a high-rise area -- so it is a bit on the small side. The new city I'm currently planning will have a much larger business district. This is the view from the south -- day and night -- From the east -- From the north -- From the west. We'll swoop in and look for some detail shots -- maybe next week.
  8. 7 points

    Skyscrapers Galore! ^_^

    Thanks for the nice comments everyone! I appreciate it. A lot of my BATs have been complete for years. It's only the fact that I couldn't export them because I was always using my computer for work... but recently I bought a laptop and I now do my work off of there. Now, I can allow my much more powerful desktop to export these buildings. Here's the latest:
  9. 7 points

    Version 1.0.0


    An amazing Opera house located in Paris, France! Originally modelled by JENXPARIS and remastered by myself. 8x10 lot with Landmark and University - darknite only. No dependencies! Will upload the rewards opera version differently. Enjoy!
  10. 4 points

    Weird Glitches

    You should be looking for "VDK_6x12_TramDepot_b2535313.SC4Lot" in your plugins folder. I just tested it and everything works without a problem on a near empty plugin folder. So either you somehow have a corrupted tram depot file, or perhaps you have another lot file in your plugin folder that is conflicting with the tram depot lot. Here's what the Tram depot lot looks like in reader. You will need to check the lot exemplar and see if the value in the 'Item Icon' property is correct. You can also click on the lot png file to make sure there is a proper icon image present in the file. Like I said, the Swan Mill tram depot file that I checked was working properly, so we need to figure out why your's is not. The first step would be to locate the "VDK_6x12_TramDepot_b2535313.SC4Lot" in your plugins folder. Once you have, then you can open that file in reader and check and make sure it appears just like the images you see above.
  11. 4 points
    A bit of a midwestern dump.
  12. 3 points


    Not based on any area. Just named it California after just coming back from a long road trip around South West America and getting a bit of inspiration. Wanted to start a new project and love the Cleyra map so aiming initially for nothing too big but detailed so thought I'd get some pictures along the way. Hope you enjoy...
  13. 3 points

    Show Us What You're Working On

    I was in doubt if I should post it in the interchanges thread or here, but... I'm here to show you a revisited neighborhood of my city: I like how downtownish it looks
  14. 3 points

    A-Z Cars

    Jeep Wrangler
  15. 3 points

    A-Z Cars

    @Fantozzi, Wasn't the Lamborghini LM002 technically their first SUV? Volvo S60 R. All fluids are cramped on one side, because Volvo!
  16. 3 points
    @rsc204 has hit the nail on the head. There is no, or minuscule politics in the Photobucket debacle; only simple, basic economics.
  17. 3 points
    Perfect. Thank you.
  18. 3 points

    Maxis Farm Field Lots - Where are the FSH?

    Two ways to find this information, either just look at the base textures in the Lot Editor, which all are organised by ID. Otherwise extract them all from the SimCity_2.dat file (which is where all the LE textures are located).
  19. 3 points
    If your building exceeds the lot size, you will have culling issues - the building will disappear when looking away from the lot. You need to split it into multiple sub-buildings, probably two 8x15 buildings.
  20. 3 points

    Brugesboy84's BAT's

    I got most of the model textured for now. The windows may seem weird but it's because they will be reflective and I still need to put in a ground plane in order to get something to reflect. Hope you like the progress so far. That's a very interesting idea. I will keep that in mind.
  21. 2 points

    Ancient Ruins

    Note: I ended up doing more scenes than I was expecting, so it ended up being too big for one update - there will be a part 2 of this update coming out soon. Our tour of some of the world's most impressive ancient ruins begins with Mayans and one of their most famous sites - the ruined city of Chichén Itzá. From approximately 550 CE - 800 CE, the entire city remained an important ceremonial site - but it was eventually captured by the rival Toltecs in 987 CE. The Toltecs added their own structures and temples to the complex, until it was ultimately abandoned for mysterious reasons in roughly 1180 CE. While much of the city is long gone, there's still many sites worth checking out, such as the Plaza of a Thousand Columns and the Pyramid of Kukulkan. It's one of the most stunning destinations in all of Central America - and an experience you won't forget. We make our way towards the Caribbean Sea to explore another one of the Mayan civilization's most famous sites - Tulum. Between the stunning ruins, pristine beaches, and picturesque views of the Caribbean - its one of the most incredible landmarks in the area. Rain or shine, its a destination that's hard to top and certainly worth checking out. While the Mayans were certainly one of the most important civilizations in all of Mesoamerica - another influential site in the area predates anything they built by hundreds of years. The ancient ruins of Teotihuacan are just as mysterious as they are awe-inspiring. Who built it, and when? Although many are divided on the subject, its believed that either the Toltecs or Totonacs built it, back in the 3rd century CE - and it quickly developed into one of the world's largest cities. The Aztecs of Central Mexico incorporated the site into their own civilization nearly a thousand years later, and it eventually became one of their most important religious and economic sites. Today, the entire complex remains a premier tourist destination right outside of Mexico City - and the Pyramid of the Sun is a can't miss attraction. Africa is where you'll find our next famous archeological site - the ruined, walled city of Great Zimbabwe. Founded back in the 11th century CE, the Shona people built these stunning buildings as a royal palace for their kingdom of Zimbabwe - in fact, the very name "Zimbabwe" meant "stone houses" in their language. The whole area remained an important trading area for centuries, but was ultimately abandoned in the 1450s - and no one is completely sure why. We now move into South America - and the first stop is the ancient city of Tiahuanaco, located high in the Bolivian Andes. The Tiwanaku civilization flourished here from 100 CE to 1250 CE - and they were one of the most powerful civilizations in the entire region. Noted for their architecture, roads, sculptures, and other advanced cultural aspects - they were the precursor to the Incas and played a major role in how they designed many of their structures. Today, all that remains of this once great structure is a few gates, statues, and walls - but you can still tell that this was a civilization that was far ahead of their time. Our last archaeological site is one of the premier destinations in all of South America - the Incan Citadel of Machu Picchu. This legendary site was believed to have been built back in 1450 CE, around the height of the Incan empire. For the next 100 years or so, it remained a sacred religious site for Incan leaders - and it's also believed to have been a royal estate for some of the most important rulers of the time. Despite its grandeur, this ancient city couldn't last forever - in the mid 1500s, the city was mysteriously abandoned, right around the time Spanish conquistadors made their way into the area. While there's no evidence the two ever interacted - its certainly possible that a smallpox outbreak could have wiped out the entire city. For nearly 400 years, the entire site laid in ruin, with nature overtaking its walls - until American archeologist Hiram Bingham discovered the site in 1911, with renovations soon underway. It may be tough to find on a map and even tougher to reach on foot - but for those who make a trip, its a once in a lifetime destination. Don't forget to comment, like, and follow True Earth if you haven't already! -korver --- Replies for "Ancient Ruins (Preview)" @Silur Thanks as always Silur @mike_oxlong Thanks for the ongoing support, I appreciate it @JP Schriefer Thank you! I actually ended up doing so many that there will have to be a part II, so stay tuned.. @Ducio Thanks for the comment! Haha, that sounds like a great idea too @kschmidt Thanks for the comment! I hope my reply shed a little light on what that unusual structure was And finally, big thanks to @CT14, @MushyMushy, @scotttbarry, @RandyE, @Fantozzi, @Jolteon, @_Michael, @tonyr, @mrsmartman, @Manuel-ito, @kingofsimcity, @juliok92012, @Odainsaker, @JP Schriefer, @mattb325, @Elenphor, @Ducio, @kschmidt, @Dgmc2013, @bobolee, & @Pluispixel for all the likes!
  22. 2 points

    CT14's Railroad Lots and BAT

    @Tyberius06 Hey, thanks. That gasworks lot isn't released yet. I made it rely on another big, complicated unreleased set (FAB ortho) so I guess I'll change it a little, update it to use my NW coal hopper props, and release it. Norfolk and Western hoppers update to 1.1 I've just now updated the hoppers to use a single .dat file, and added cohort exemplars for the prop families, so they have names in the Lot Editor now.
  23. 2 points
    My thoughts exactly. I love what people are able to create with all the mods and tools at our disposal, and I try my hardest to see if I can emulate the style...but if it doesn't work in the game, I can't get down with it. And people will do crazy, unrealistic things to make sure the city is functional, but I can't get down on that, either. That's probably another reason I enjoy your work. Plus, these types of games are certainly more city-focused, and it's nice to see a rural focus sometimes. Also...biking all the way down the river!? Man, what an undertaking! Akin to hiking the Appalachian Trial...it will be the ride of a lifetime, I imagine. Good luck!
  24. 2 points

    CT14's Railroad Lots and BAT

    Hi! I don't know why I just discovered this thread now... Very nice projects over here, the grain elevator looks cool , and you gave me nice ideas with your recent upload... Diagonal Industry is very needed in the game, so I was very happy when you released your FAB set. They will get a nice place at the upcoming SeaPorts (whenever will that be happening), and now you gave me some idea with this diagonal boiler house too... Thanks for that... I went through most of the pages now, I've seen a lot of goodiness. FAR and Diagonal industrial and commercial stuffs, oh dear, I love them, I hope we can see them released once! I know that the Gasholder house was released, but I don't remember the lot what you made, what is on the above picture. Has that been released or not, or not yet? Are you planing? Because I love it, and I would like to see in my cities! Thank you for your work! - Tyberius
  25. 2 points

    CT14's Railroad Lots and BAT

    Catching up here: The jestarr Boilerhouse power plants are ready, and released. Please post here if you find any problems with them. I had a lot of fun figuring out the sint64 numbers for the capacity/monthly cost values...turns out the Windows calculator in Programmer mode gives you the correct hex values after you enter decimal numbers and switch to 'hex' view. Historic Harbor lot factory I've created a tool with AutoIt that lets me zip through creating new HH lots - it updates all the IID references, increments placeholder names, etc so I can 1-button create new lots which follow HH standards: Plop on water or land Conform to same level as other HH lots Custom UI including plop on query Menu sort appropriately This has increased my productivity quite a bit in that area - I've nearly completed a set of dock rail puzzle pieces with custom icons, a dock road set, and dozens of dockside industry pieces. Pending quality control and compatibility testing, the dockside industry buildings will be released in packs for each set of BATs' creators... JMeyers is first in line for release, with SimGoober and jestarr packs not far behind. @Angry Mozart train prop testing During the last month, along with other folks, I've been helping test parts of Angry Mozart's amazing new train set. Progress is steady, and I can say that release will be a game changer. Much of the rolling stock which is represented in the set has never been seen before in SC4. A multitude of angles is represented for every car, textures worked and reworked to perfection, and we're at the stage of shaking out remaining bugs in the prop exemplars. Over thirty bugs have already been filed and over 90% fixed on the portion I've tested - we want this set to be a consistent, high quality experience for lotters. New BATs I haven't forgotten about the DeKalb coaling tower, or Goober's Stores - haven't had big chunks of time to spend on anything recently, so the lotting/modding projects have been easier to work on.
  26. 2 points
    I'd like to recommend that you use a blank sandbox tile and just start playing around with all the parts. This really helps to understand what all the options to build are. "Exit without saving" for each session. Learning the NAM in a city is going to be pretty frustrating. Of course...these forums are here to help you with any questions you have. If you do a "SimCity 4 NAM" search on youtube, there is a good bit there that could help you out. Yes, the NAM is very complicated looking, but once you get the parts, it's really cool. Keep working with it. Cheers, Tiger
  27. 2 points
    There is a bug in gMax, that still affects new versions of 3DS max, when you right-click something, the listings appear to be greyed-out, i.e. options are not selectable. However, this isn't the case, just click the option you want and see how it still works just fine. If that isn't helping, I fear the simplest solution is uninstalling SC4BAT, gMax and then re-installing them both.
  28. 2 points


    I don't disagree that starting over would have a lot of negatives attached to it, but it would bring a lot of positives also. Assuming it took off, you could reasonably expect for the amount of choice in terms of content to be available in future at some point. The key difference is, if we start with the basis of using SC4 as a platform, in 10 years time we might have something that no longer works on modern PCs. In less than that we might have a product that no longer allows users to make new models, 3DS max support and the lack of an update to BAT4Max is a real problem we're going to face soon. The real benefit to a new open-source variant is that it would give us the flexibility to ensure a continuing future for the platform, something which we will never have control over with SC4.
  29. 2 points
    Old friend, if this was work I'd probably be trying to get out of it somehow. All kidding aside, you are way too kind. Trust me, I drool over the eye-candy at least as much as anyone else does. So many folks have done so much amazing stuff with Cities: Skylines that rarely a day goes by where something doesn't have my jaw hitting the floor. I will say, though, that I like for stuff to be functional in the context of the overall game. Set pieces are nice, but I like to see things all working together to create a whole that can be far more than just the sum of a bunch of static parts. You are also really great for mentioning the recent bike trip. Thanks! I know a lot of people are here precisely because it's a place to escape RL for a while, but I also believe that it's worth hearing about someone's real world experiences, and particularly when they make a positive impact (as opposed to, "I have to put my CJ on hiatus because RL really sucks right now.") Finishing up on that note, one of the reasons I'm clipping right along in Jessamine right now is that at the end of August I'll be starting another long distance bicycle ride- this one down the length of the Mississippi River from Lake Itasca in Minnesota to Venice, Louisiana on the Delta south of New Orleans. I'd like to have Jessamine completely forested by then so that, when I return in late October, I can start on superdetailing the map. I'm hoping that it would then be ready for release on the workshop by Christmastime. Again, thanks so much stopping by and for all the kind words. David
  30. 2 points
  31. 2 points

    Show us your railroads

    Nothing to major here. Just a river crossing I've been working on. Still some surrounding work to do.
  32. 2 points


    We are talking about Electronic Arts, a company long known for eating and killing smaller game studios, this comes as no surprise...
  33. 2 points

    Ultrawide Resolution for SC4

    I run an I5 4670 w/ 16 Gb Ram and an Nvidia 760 (1152 cuda cores w/3Gb vram) driving dual 27" 2560x1440 monitors running Win 7 Pro 64. I've been able to run windowed or fullscreen in 2560x1440, but only in software rendering mode. Since the game engine can't handle hi-res textures in software mode, I chased being able to run in hardware rendering mode at the highest resolution I could get (which turned out to be 1920x1200). Getting hardware rendering working right can be fairly complex. The following are the things I went though getting there... 'Hardware' rendering is DirectX. The game was written to DIrectX 9.0c. If you're not *sure* you have that, you can DL and install it from here: https://www.microsoft.com/en-us/download/details.aspx?id=35 It won't hurt anything to reinstall it if you already have it but didn't know. Then you want to edit Graphic Rules.sgr and Video Cards.sgr in the program files (x86) directory (not being more specific because different game sellers use different install directory names). You can find a guide to that here: When the game was written the video hardware we use today didn't exist. At startup the game looks in the .sgr files to determine what the video is capable of and configures for that. If your video hardware isn't listed in the .sgr's it will default to the safest setting (which is also the lowest quality and slowest). If you can't find the proper values for your video per the above, you can always use GPU-Z to obtain those values: https://www.techpowerup.com/gpuz/ There's also a video here: Which can be useful even if your not running Win 10. In the 'More' below the video are links to files with the further changes you need to make in .sgr files(which aren't the same as the forum based guide above - and are specifically aimed at smoother scrolling in the game) Finally, while you can edit the command line parameters in the shortcut to the game to try different things to see what will work for you, it's easier to use one of the game launchers which will give you settings on tabs to specify how the game will be launched. This speeds up making multiple tests with different settings. After trying several I settled on this one: I've read the hardware rendering in the game engine can't handle values 2000 or larger in the resolution. Best I could get was 1920x1200. Running the game even at that resolution results in hard to read UI text. There's a mod to fix that you can find here: Hope some of that proves useful...
  34. 2 points


    And also it would enter the twilight zone of non-clearly-legal software, as it would require to reverse-engeenering the executable. A comparable case is (obviously) OpenTTD, and it has confronted its fair share of heavy discussions about the legality of its distributions, for example this one on the game's Wikipedia talk page. As EA (and not Will Wright) is the copyright owner and the company is still getting revenue from the game, I find really difficult to reach a basis to argue that a port is legal according to an abandonware situation. EDIT: oh, and this: no original graphics (or models) can be legally redistributed, and no patents can be infringed. So if some patent on some concept or characteristic of the game exists, the clone would need to find a different way to do so, even if that means to change the playability. And all the original graphics and their derivatives would need to be changed, something that would render a huge part of the already existing custom content legally incompatible with the clone, even if technically perfectly compatible.
  35. 2 points


    I guess I don't know how to use reddit. That first linky takes me to a 9 month old post basically saying one needs to learn some serious programming languages and write the code to post on github. Followed by a grand total of zero comments. The second linky seems to just be a list of current SimCity 4 topics. Did I miss something?
  36. 2 points
    Generally speaking yes, for example most NWM network will transition to roads/avenues and other networks. This is done either by the use of puzzle pieces or flex/drag components, where dragging one network into another will create the transition for you. Depends on the Highway you are talking about. MHO (the replacement for the Maxis Highway) will transition to Avenue. RHW will transition to other networks, but only those of a similar lane count, i.e. You can drag Road into RHW-2, OWR/AVE into RHW-4, OWR-3 into RHW-6S, OWR-4 into RHW-8S and OWR-5 into RHW-10S. Bear in mind, most other configurations are not supported because they simply don't make sense, a highway is after all not a road. For connections wider than one tile, you must have a special neighbour connector placed manually on each side of the connection. Pieces for NWM and RHW are included in the respective menus for that. Generally speaking diagonals are not supported, nor are elevated variants. Check the link in my signature, I've a number of NAM tutorial videos on YouTube designed for beginners that will show you a lot of the basic functions needed to get started. I've also linked to some other tutorials for NAM which you might find useful, all can be found from my YouTube page.
  37. 2 points
    JP Schriefer

    JP Schriefer's BATs

    matias93: yeah I thought about it before uploading it. The thing is that the old file was sent to make part of the challenge week, it wasn't featured on STEx and its views were way lower than the average, meaning that most people actually didn't even knew about it. So I decided just to delete the old one and upload the new version as a different file particularly in this case. So I released a building I started in the end of 2015 and just finished today '-' For a long time I'm avoiding to show here and on SC4Devotion every project I start because I feel bad showing lots of things and just releasing a few of them. I don't know if other batters are like that as well, but I have 54 projects that are not finished yet. On the first post I only show here 19, so I believe you understand what I mean feeling bad about it But I like to show something especially when I release a new BAT This one is 667 Madison Avenue, I started it at the same time as 261 5th Avenue. I just need to work on the roofs now - hate that part - and the textures of course.
  38. 2 points

    Version 1.0.0


    261 5th Avenue is a 26-story high-rise building located in New York City, U.S. Built in 1929 in art deco style, the building offers several commercial offices. INFORMATIONS The model is available in two versions - Landmark and Commercial Office. Both are W2W. Landmark Plop cost: 100,000 Lot size: 3x2 Commercial Office: Lot Size: 3x2 CO$$$: 6,000 CO$$: 8,000 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! 261 5th Avenue (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. 261 5th Avenue (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. 261 5th Avenue (Commercial Office - MN): this is the Commercial Office version for those who do not use SimFox Day and Nite Modd. 261 5th Avenue (Commercial Office - DN): this is the Commercial Office version for those using SimFox Day and Nite Modd. NOTE: if you download both MN or DN .zips, I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only).
  39. 2 points

    "Project X"

    I've completed a hangar area aswell as a remote stand. A general view of the airport: The approach for Runway 17: The remote stand. Mostly used for storing the evening/morning flights during day-/night time due to the restricted amount of gates at the terminals: The hangar area, which also holds a few "remote stands": Someone asked for a few night time shots, so here it goes (ignore the runway/taxiway system which is still not complete) Thats all for now! Next up is texturing the runways and taxiways.
  40. 2 points

    Can't find it?... Ask here!

    @NIBARR I believe this is what you're looking for: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3084 There's also a 2nd pack that was uploaded more recently that I'd recommend checking out too: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3291
  41. 1 point
    Thin White Duke


    There's some minor chatter on reddit about pursuing a potential OpenSC4 to open up a whole slew of modding possibilities that have thus far been impossible. It's currently mostly a faint dream, but the more people who know about it and are talking about it, the higher the chances of it becoming reality. I personally know the square root of nil about coding, so I'd be about as useful as a mobility scooter in a Formula one race, but I can be on the grand stand to cheer everybody on! https://www.reddit.com/r/OpenSC4/ https://www.reddit.com/r/simcity4/
  42. 1 point


    Hi- how this has gone almost two weeks without a comment is beyond me. I really like the clear bright colors and the crispness of the screenies. Nice take on western rural suburbia, too. Good luck! David
  43. 1 point

    NAM General Support Topic

    I think part of the issue may be the way you've connected your RHWs into your Avenues . . . with the "short" diagonal T-intersections, rather than allowing full access, and what looks to be reliance on U-turns off the Avenue to get traffic onto the other side. Rather than ending at T-intersections, I'd recommend instead curving back to an orthogonal/straight stretch with the ramp, right before reaching the Avenue, and dragging the MIS right through to make a full +-intersection, which will make the connection much simpler for your commuters, and potentially fix the issue. The other possibility, if that still doesn't work, is that you have inadvertently installed sort of incompatible traffic simulator plugin after installing the NAM, which blocks RHW usage. The old Traffic Fix/Traffic Supplement files from 2003-2004, hailman's Variable Route Buses, and the SPAM Traffic Plugin all include traffic simulator exemplars that specify an RHW speed of 0, which prevents traffic from using the network. Hope that helps! -Tarkus
  44. 1 point
    Spaghetti goodness...
  45. 1 point

    MMP Issue: Game skips one step

    Another user was recently also having problems with MMPs, although not identical, very similar problems: At the time I could only conclude that something was probably wrong with the user's setup, given that I'd never heard of the problem elsewhere. Frankly, that's still a possibility, although I know you do know what you are doing technically, I wouldn't want to rule it out. Of course 2 cases of similar weirdness may be a compatibility issue somewhere, even thought it's hard to understand why that just affects the "Flora Cluster type" functionality. Given that we're looking at two versions of Windows, both versions many people play with without problems, I think we can probably rule out the O/S. Could it be related to graphics drivers?, seems a long shot, since this isn't affecting graphics/rendering, but actual code function. So it would appear some hardware/software in your machine may be causing an incompatibility with some code/library etc that is preventing the intended behaviour. Without more data regarding the problem, all I can suggest is try the usual suspects. Make sure the game is patched fully (I know, it's a digital version, but check the version number to be sure). Remove your plugins suite and test, maybe with a single, test MMP, ideally with Maxis props only. Try updating your drivers for things like sound/video cards and other devices used by Direct X. Switch the rendering mode to software, it's worth a shot. Disable all security/antivirus tools completely. Best to disconnect from the internet whilst testing. After that, I'd try disabling all background apps on your PC. Under Win7 this would be using the MSCONFIG application to disable every program, service and startup application you could, whilst still allowing SC4 to run. Not sure if you get MSCONFIG on Win10, but there should be an equivalent one hopes. That would be your baseline test, if the problem remains, no point continuing. But if somehow it went away, then you'd need to manually enable apps one at a time until you found the culprit. The problem here is that the behaviour is very odd and it really doesn't make sense: That was one of my conclusions with the last problem I linked to. Not the same as yours, but related to incorrect function of MMP exemplars. Odder with your problem is that the first item never appears. Without that exemplar being read, it would be impossible for the MMP to function in the first place to show the second item. Similarly, the linked IDs are the order of the exemplars being read, which must be happening for it to skip showing a given flora item. The code must be reading the exemplars of those items it doesn't show, or it wouldn't link (jump) to the next one's ID. So it is reading all the data, but simply skipping every other objects display? You know that resonates totally with the problem you are seeing. We could look at the more complex problems, but I really think SimCoug is on the money, it's simply the most probable explanation here. Perhaps the driver doesn't like archaic versions of DirectX? Perhaps your mouse has super-sensitive buttons? (Or like one I got recently which double clicks when pressed once, OK that was a cheap nasty second hand mouse I got free with a laptop, but still)... It just seems that two clicks = every other item shows, that's simply too neat to ignore as the most likely cause. If that's not it though, things get very tough frankly to diagnose, let alone fix. Such problems are rarely going to be hardware/driver based issues. Of course code is all written in different languages and yes something could break compatibility with the libraries function that enabled that code. But to do so for such a small and specific part of the whole is very odd indeed. You may find it nigh on impossible to track the real cause with any certainty. Especially since we don't know enough about how the game works at a code level to offer targetted advice. What I'm setting myself up to say here is, if you can't get it working easily, you most likely never will. As such, I'd look to try running the game in a VM or some other work-around if you get to that point.
  46. 1 point

    Show Us What You're Working On

    This is the skyline of my new city, Teufort (Like every city I name is Teufort)...
  47. 1 point

    A-Z Cars

    Subaru Rex. Supercharged, of course.
  48. 1 point

    Version 1.0.0


    This is a fictional classical building designed by me. This just a eyecandy landmark in game. Install: There are two versions available , pick one -Dark nite version or Maxis nite version. Drop all files into your documents/SimCity 4/Plugins Dependencies: LBT Mega Prop Pack vol 01
  49. 1 point

    CT14's Railroad Lots and BAT

    Update - models with depths 1 and 2 for FAR-3 are shaping up. Experimenting with wood textures - thinking of something more aged rather than this fresh wood look, but it might also be nice for historic recreations to have the shiny version available. There will not be this many skylights overall in the final tileset
  50. 1 point

    Version 0.2


    This a set of simple but hopefully useful lots inspired by SimRolle
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