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  1. 26 points
    @JulianMIA @justforfun -----------------------------------------
  2. 18 points
    @justforfun I included the chapel in my "Buildings RWS DLC" Soon:
  3. 17 points
    Alpen Shinjuku is slowly getting there
  4. 16 points
    (The above does not represent the current progress. It is a hypothetical representation only!) STEX Restoration Tracker Info & Discussion Good news! The real-time page to track restoration progress is now (finally) completed and available. Preview pic: It can be viewed at the following URL... https://community.simtropolis.com/restoration/stex/ This topic serves as a mini guide, and also as a place where you can ask questions about it, report any issues, or suggest improvements. It's taken a good couple of weeks to develop this, and during this time we've seen a remarkable number of files already been restored. This is actually a very good thing though, because what the tracker provides is a real-time overview of what's been completed, and what still needs to be done. The info on the tracker will be updated every 5 minutes, so it'll be an accurate snapshot of the current restoration efforts. Layout Overview Firstly at the top, there are summary panels which total how many files have been: Restored Verified Still Missing And then the "Tracked Total" which includes any STEX file uploaded or updated after June 17, 2024. (Which was the date of our last full STEX backup.) Pretty self-explanatory for those, and then we have several filter options: STEX Tracker Search & Filter Options Filter / Control Description Author Search for an individual author's file entries. Category Filter by a specific STEX category (the main ones are listed first). Restored by A dropdown menu to filter by any files restored by specific staff or volunteers. Thumbnail Allows choosing between Small, Medium (default), and Large thumbnail images, which show in the table. Display Switch between Full (default), or Compact for the table, which allows fewer columns to appear. Search Allows searching for any particular file entries. You can also use the id:# prefix to find a file by its ID number (e.g. entering id:26793 will find the NAM). "Filter by" Specific Criteria Sub-Filter Description Any Missing Entries which have anything missing on them (files or images). Missing Files Entries with only files missing. This is the default option. Missing Images Entries that have only images missing. Duplicate Files Lists any entries which are duplicates of others, or have the same file uploaded. All Restored Lists all files which have been restored (whether verified or not). Restored (Unverified) Lists only files which haven't been verified. Restored (Verified) Lists only files which have been verified. With Message Banner Entries which have a "file missing" message banner still. With File Notes Lists any entries in the tracker which have 1 or more notes added. With Files Claims Lists any entries in the tracker which have 1 or more file claims added. All Tracked Files Lists the complete selection of entries, corresponding to the overall Tracked Total. Note: See more info below about File Notes and Claims. Table Columns Each of the columns are sortable when clicking the headings. This allows viewing entries by most files/images missing, or other combinations. Here is a summary of the individual columns and what they represent: File Entry: The title, author, date uploaded, and status text of what's needs restoring. Files List: Totals of how many files and images there are. These will be colour coded for red if missing, orange for partially missing, and green once everything is orderly and restored. The Notes total will be orange if there are any which need responding to. Click each of these to view a dialog which show the precise files assigned to the entry. This lets us see what's present or still missing. Found: The total number of File Claims. This represents how many people have a file, who can help with restoring if needed. Clicking this opens up a dialog with a summary of who has claimed what (files and/or images). We may wish to contact any of these people to assist with sharing them. Files: Indicates with a green checkmark or red crossmark, whether downloadable files for an entry have been restored. If partially restored, it will represent the current live status for how many are available. Images: Similarly will represent the status of how many screenshots on the entry are valid or missing. Verified: Whether the file has been approved or not. Shows a green checkmark once confirmed. Updated: The date when the file has been restored. Hover over to see the precise time. Restored By: Displays who restored each file. This will only be shown once a file has all entries in place, since we anticipate partial restorations will represent a work in progress. If the author does this, it will say File Author as the name. Volunteer / Staff Only column: Manage: There is a "File Tools" option with a range of functions. This includes copying the file ID number, adding notes, marking files as verified, and clearing message banners. Options will be greyed out if unavailable, with a message shown when hovering over each. There are also checkboxes beside each row, which then allows performing batch actions on applicable file listings. Other Options There are also a few extras to mention... Sticky Header: Allows the table columns to always remain in view when scrolling down. (Default is checked) Export CSV: Saves the current filtered data to a CSV file, which allows it to be imported into a spreadsheet. Some of you might be interested in this. Activity Log: Opens a dialog window with a list of actions as part of the restoration efforts. Reset Filters: Clears any filters you've set or table sorting, so everything returns to the initial display view (filtered by Missing Files). File Notes On the "Files List" column there is a total of notes for each file. This allows anyone to add a comment about the file in question. Then staff or anyone part of the ST Recovery Team can "check off" a note to acknowledge what it says. Notes can only be added on files which haven't yet been verified. Also, files can only be verified once all notes have been checked off. In effect this system is a way to mention any important details about each file. Perhaps there are additional entries which need adding. Maybe there is a Dark Nite version the author originally added. Perhaps something in the description isn't quite correct. It's a way to make anything like this known, so then we can collectively fix up issues as part of the process. File Claims No, this is not an insurance claim. (It's a way to express how you have content which can be restored.) Sometimes certain files might be especially difficult to locate. Maybe you have an older version which is worth restoring to the previous versions. Perhaps you've got saved copies of images which used to be on the STEX file entry, or have taken some screenshots yourself. For any files you might have locally and wish to help restore, feel free to submit a claim. Upon clicking the button: It'll open up a dialog like this: Then check any files you might have, and click the Confirm button. Even files which are "Present" you can check too, since sometimes there might only be lower resolution images or thumbnails. Once doing this, your username will be added to a list at the bottom. You can always return to the dialog and uncheck any files, to then remove your claim to have them. Verifications What does it involve for a file to be Verified? It means 2 people as part of the ST Recovery Team (including staff) have checked over to make sure a file has been restored properly. We'll be following a process to do this the best we can, which adds assurance to the restoration efforts. A file which has been verified means at least 2 people have downloaded all files on an entry, and checked out to ensure everything is in tip-top shape. In the event a file still needs something addressing after being verified, please let us know and we'll take another look. ---------- So that concludes a brief overview of the Restoration Tracker. Given the first phase of the project is focused around the STEX specifically, for now we're only keeping track of missing file entries. In time I'll expand this for an Attachments Tracker and perhaps other site areas like the Gallery, etc. Feel free to reply with any comments or questions you may have, and I hope this will be a useful resource for the restoration efforts.
  5. 15 points
    WestWindTram It's not that I'm reaching the end, ... noooo, ... but I'm getting closer! You will find it on my Drive [ WWTram_0-1-49.zip ] .. Package (TEST !) of my WestWind version of the GLR network. For those who haven't been following, this includes the two network variants (Drag) and the two additional variants, with pieces for (NAM) TIR, TOR, TOS for WWStreets (often called TIS), and TIA. It also includes various "Puzzle" pieces, texture coverage for Lots (SFBT, NAM, Tyberius, Cogeo, etc. – if I've - certainly - missed any, please let me know with ref'), and the four tunnel entrances. It also covers intersections with other networks (SAM variants) ... (Choose your road option: Europe or USA >> z_EU or z_US !). Coming soon (+- )... all the tweaks you suggest, the associated T21s, the version for SENT, and maybe some options ... I cannot conclude today without specifying that it would have been much longer and more tedious (another word comes to mind ) without the preparatory work that Rivit has done! And yes Ron and Phil, I've often thought about... river textures... By Esus, ooh yessss ... he he... afterward...!
  6. 15 points
    So. For some reason I started down the track-texture-tinkering rabbit hole this afternoon which at one point even included changing the coloration of my terrain base a bit. That proved just too much though and most of the 20 or so experimental textures are no good. And also this is maybe the 4th time I've jumped into this particular rabbit hole lol. I did find something I sort of like though, a faded and washed version of what I had come up with previously which in itself was only the standard RRW coloration darkened by 20 points. And I have to give the textures code names to even keep track of what I'm doing. This is the one (or in Julian code RRW3D20F1) that I really like. The other contender is that same texture just 12 points darker (or for those of you who were paying attention RRW3D20F1D12), this is as dark as I thought it could go without starting to look abandoned. (Also, these codes may become important. People have accidents. If someone had to step in and become mayor, or Director of Railroad Track Coloration, my coding system could be very helpful). And finally, just another pic of what I've been using for comparison. Which I still like. What to do.
  7. 15 points
    Major infrastructure project building a rail and BTM across a rugged area of my region Taking inspiration from Chinese HSR viaducts and offshore roads like in Reunion Still more extension work to do in the mountains
  8. 15 points
    Mulan Akiba will be uploaded tomorrow. Finally getting to these two non-Akiba buildings.
  9. 14 points
    Relot Of Burj Al Arab from ks_jpn
  10. 13 points
    I'm changing how I upload Hide and Seek files. I'll upload all at once, by creators. The image above is the result. It was hard to find the exact font used on the logo (below). And thanks to @CaptCity for the nice images!
  11. 12 points
    I just play the game. I don't really think about all this stuff. I'm having fun haha Yes the easy part is done- now it's mountaineering time. I've become pretty experienced with a lot of past projects by now but I'm sure it will throw a few curve balls for me. The routing- I want it to get to the edge of my region and connect to SimNation. I have a freeway route already- not sure if the rail lines will parallel it much however.
  12. 12 points
    Everything is incomplete - two locomotive paint jobs not finished, the concrete wall is sized wrong, the wall lot on the upper portal is too short. Lots of work to do and old concrete is soooooooo very difficult to get just right . But still. I like it anyway...
  13. 11 points
    The area around this train station is finally finished. Like any transportation hub it is a traffic magnet, and it took some time to figure out how to bring all of the roads together. I did not want any highway ramps, I feel like the roundabout is what it all work out.
  14. 10 points
    All volunteers have been added to the new Recovery Team user group and given permissions based on what y'all said you'd like to be involved with. (Ofc, if we missed anyone or any others would like to pitch in, just let us know.) Here's a fancy spreadsheet CB created showing everyone in the new group: Note: Staff aren't listed since they already have moderator tools and can help out as they wish. All y'all now have this shiny new user group badge:
  15. 10 points
    Been at work trying to improve the Plop-and-Paint DLL further with some extra functionalities. -> Ability to pick existing lots to easily find them in the dialog -> Ability to pick existing props to easily find them in the dialog -> Ability to paint also textures as terrain decals -> Ability to pick textures from lots and from previously painted terrain decals -> Better support for seasonal props (automatically merged into seasonal sets if their naming scheme makes sense) + these sets are painted together -> Improved file loading in the cache builder, so it should now follow the game logic for file loading better, which should hopefully lead to less plugins not being represented in the lot/prop/flora pickers.
  16. 10 points
    I stayed with the same area of tunnel portals on the east side of the river today so I coould work through more concepts of 'old concrete' textures. Maybe made some progress. I do now think that weeds and errant gum trees do go better with old concrete rather than new...
  17. 9 points
    Downtown Cirque City (Still under major development.) Full CJ Coming soon!
  18. 8 points
    Verifier HQ File Verifying Info & Discussion Hiya, y'all! (As Cori would say.) You might be wondering, what exactly should a Verifier do? Well, that's what this post aims to clarify, and this thread serves as a place to ask anything A-to-Z about verifying. The basic principle is to check over what's already been uploaded. We realise with so many files to restore, there is always potential for a few mistakes to happen. We anticipate there will be a number of corrections we'll need to make, and that's all part of the process. No one will be held accountable for errors. We just need to focus on fixing anything which isn't quite right. ---------- By this point, we recommend reading the Restoration Tracker topic, which features an overview: On the Restoration Tracker, for a file to be marked as Verified, it must be checked by 2 volunteers. These don't have to be staff members, but just 2 independent people. The qualifying criteria is you must download all file entries first. This then makes the Mark Verified option available in "File Actions" on each tracker row. Additionally, you can use the checkboxes to mark multiple files as verified in one go (assuming you've downloaded to test them all). Here is a series of steps which we recommend you do to check each file: 1) Check all the images at the top. Click them each and use the arrow keys to navigate to them all. Ensure they each load fully. 2) Read the description and look for any missing images. If there are any attachment files, make sure they download. A description which has broken attachments won't prohibit us from verifying files, but if able to fix them we should attempt to do so. 3) Make sure any attachments aren't meant to be the actual files under the Download button. Otherwise we'll need to upload them properly. This applies to anything in the description, or even in the Changelog section. 4) Remove the message banner (if not already). This can be done via the Restoration Tracker under the "File Actions" menu. Alternatively you can remove message banners using the batch controls. Message banners may only be removed once a file has been restored to the entry. 5) Click the main Download button. If there is only a single file, it should download. Otherwise if multiple are available, you'll be shown a dialog panel where each individual file can be downloaded. Check that each file downloads fine. 6) Check to make sure the download(s) match what's expected from the file entry. For example, if there is a commercial set of midrise buildings, you shouldn't have downloaded a rural themed set of shanty houses. It's pretty common sense, but worth making sure. 7) If you've downloaded a zip, rar, or 7z archive, open it up (you might need 7-Zip for this task). The key is to ensure the file opens as expected, and if you can, make sure the file extension matches the archive format. A handy option 7-Zip has is the "Test archive" function when right clicking. This will then tell you whether the archive is indeed a zip file, or if it's been incorrectly named with another file extension (I've made that mistake before). 8) Should there be a Readme file, open it up and check to make sure the description matches (at least partially). Not all files will have such documentation, but for those that do it can be a handy way of cross-checking. ---------- At this point there's hopefully complete confidence the file is as it should be, and you can then click the Mark Verified option. If at any stage you notice issues with the file, stop and click Add Note for the file on the Restoration Tracker. This allows you to specify anything you've noticed which isn't right. It then can be the task of Processors to go through and make sure everything is in order before a file can be verified. Alternatively you can post in this thread to ask for a second opinion. Someone can then take a look and see what might need correcting. As with the other 2 threads, please post below if you've any queries or comments. Thanks everyone for the help!
  19. 8 points
    Here's some of my details from Downtown Cirque City. Independence Park (right), Borgne Park (left), The Cirque City Children's Museum (Circular brown building in the middle), and theLionel Arena (upper right). The Soldiers and Sailors Memorial Cemetery The University of Cirque City (I'm still working on it)
  20. 7 points
    Asian Shopping District. First showcase since the site went down (and later resurrected;)
  21. 7 points
    Processor HQ File Processing Info & Discussion Hi all! As part of your ST Recovery Team privileges, you have editing access to all STEX files which were lost. By now a number of these have already been restored, but there are still numerous which we need help to restore. Additionally, there might be some existing restorations which need an extra file, or more images, etc. For any file which has been restored and yet to be verified, you're most welcome to edit. I'll walk you through a series of steps to help with editing STEX files... Stage A: Preliminary Check 1) First determine what needs restoring: One or more downloadable files Any files and images Only images (no files) Note: You can use the Restoration Tracker to identify this per file (using the "All Missing" filter). Stage B: For Files (to be downloaded) 1) On a file entry, inside the "File Actions" menu, choose Upload New Version. 2) Keep the checkbox checked for saving the previous version. 3) Add a brief note into the changelog such as: Restored file entry for the Simtropolis Recovery Project. 4) Click Delete on any "0 bytes" files shown attached to the file. These would be old entries representing missing files. By deleting them from there, this ensures broken files won't appear under the Download button. Important Note: Keep any files which are intact and still worth being available. 5) If needing to restore images as well as files, proceed to Stage C below. 6) Otherwise, click Save to process the new version. Stage C: For Screenshots (images on the file entry) 1) Since you are uploading a new version, you can add images on the same upload page. 2) Click to Delete any images which have a missing main pic (thumbnail only), or for any images not displaying entirely. 3) Upload the new images in place. These can be originals from the upload, or ones you've gathered in game showing the item of content. 4) Once everything is uploaded, click Save to finalise the new version. Stage D: File Description Details 1) This won't always be necessary, but what we're looking for here are major oversights or omissions in a file's description. 2) Click Edit Details and open the editor, which allows you to edit the description. 3) Make any amendments as needed to the description text. 4) You may also replace attachments in this step, by deleting them at the bottom of the editor, and then re-uploading and inserting them in place. 5) Usually there won't be need to correct the title, but the option is there if necessary. Also you may add/remove tags too. 6) Once everything is finalised, click Save to confirm. You can repeat this process as needed, if worth editing again afterwards. Quick-ish Questions I want to add/replace images on a STEX file. Do I choose to Edit Details or Upload New Version? If only images are missing, Edit Details is the best option. A few weeks before we lost the old server, I added a new feature which allows managing images via the Edit Details page. This allows replacing images, and adding new ones, without needing the updated timestamp to change. The advantage of edit details is it becomes a silent edit, which is desirable unless we need to add a physical update to the files available to download. What's the difference between a thumbnail and a main image? Thumbnails show in the square boxes above a file's description. Main images appear when clicking a thumbnail, where they load in larger form. If a thumbnail only exists on a STEX file, it'll initially look fine. However, the placeholder image will show in place once viewing the main pic. I accidently created a duplicated version. What should I do? Yikes! That would be an absolute utter disaster. So in this scenario, there is only one option... You must quickly panic by running around in circles. Then as fast as you can, flee for the hills! I might not have much time to help due to RL stuff, but I can upload a few files now and then. Is this acceptable? Yes, that's completely fine! In fact, we imagine it's the case for many of you. There is no obligation of minimum needed to help out at all with anything. We appreciate every individual effort, which collectively will combine to completing the overall jigsaw puzzle. Even if you only want to post and discuss the logistics, that's fine too. Is there a timescale for when files must be restored by? No, there aren't any deadlines here. We also emphasise how speed isn't essential with the restoration process. It's more important to do an accurate job than a fast job, even though we've been amazed at the rapid process already from staff and file authors combined. So consider this a relaxed do-it-at-your-own-pace type project. Is there any limit to how many files I can restore? Yes, the exact limit precisely corresponds to the total files which need restoring. In other words, of the total available, there is no limit at all. The more the merrier. What about elsewhere than the STEX? Is there a way to restore forum image attachments for instance? There will be in a subsequent phase in the project. For now our focus is primarily on STEX files, to restore as many as we can within the next few months. However, attachment images and files will be a key priority. Any of your own attachments you're welcome to individually restore (see your list here). Understandably though, this process would be very tedious to do. As such in due course, my hope is to add controls onto the attachments list which allow you to easily replace files and images, without needing to individually edit items of content (e.g. forum posts or CJs). ---------- I'll stop rambling now. I think that's about everything. Do reply if you've any questions about the above (or anything related to uploading content). Thanks!
  22. 7 points
    Hi Simtropolis staff and all members, It's a pleasure Simtropolis is back :))))) Thank you for all your efforts recovering Simtropolis!!! We missed it so much
  23. 7 points
  24. 7 points
    Thank you so much for your comments! @Ernestmaxis : Maybe I didn't quite get your point, but why not use @rsc204's SAM7 : https://community.simtropolis.com/files/file/30929-cataylsts-sam7-bikepaths-mod/ ? @Dead_End : As for the grass, I’m afraid there’s nothing I can do. You’re not the first person to ask me about this. In fact, I had no experience with textures before starting SENT, so I followed a few tutorials to get started, and my workflow doesn’t allow for easily changing the textures of resources or grass. I work with image editing software (GIMP) on .PNG files, unlike @hugues aroux, who uses a different method that makes it easy to modify this parameter (vector graphics). Currently, SENT consists of approximately 35,000 to 40,000 .PNG files for all these variants and options; about 30–40% of these files contain resource textures. That’s far too many for me to go back and change my workflow. Sorry. When it comes to crosswalks, the answer is almost identical to the previous one regarding detail textures. To go into a bit more detail about how they work: I deliberately chose to create crosswalks that are larger than the default ones in the Maxis/NAM game, which are usually just two parallel lines. But unlike in the base game, since my crosswalks are larger, they aren’t displayed when there are no buildings nearby. As a result, crosswalks are mostly visible in built-up areas. I can understand that, depending on the look and feel of the city you want to create, such large crosswalks might be a bit too visually “intrusive.” This is something I’ve taken into account (belatedly) since I started working on the third version of SENT (AVE4 & RD4), so I’ll try to add more variety in this regard when I work on the fourth version. One final note on this: in the first version of SENT (RD2, OWR1 & OWR2), I placed crosswalks almost systematically wherever pedestrians crossed the road, displaying the path taken by pedestrians using the “Path” command from Extra Cheats Plugin.dll. But now, it’s less systematic, and I try to weigh the pros and cons of what seems excessive and what doesn’t. Finally, regarding the T21 accessories, version 3 already includes an option in the installer so that players can choose between using my T21s or an alternative (Maxis/NAM or another mod). Furthermore, since there’s now a DLL mod that lets you place accessories anywhere you want without restrictions, it’s clearly wiser to let players decide for themselves! Thank you for your suggestions. And here are a few pictures:
  25. 6 points
    Hey everyone, I started work on a plugin that would add a RTS-style 3D camera to the game using the Middle Mouse (M3). It's very experimental- a total WIP. But I thought I'd throw it out there to the community to take a look at. https://github.com/UncleUncleRj/SC4-3DMouseCam Remember, it's currently an alpha-stage plugin, so BACKUP any important cities/regions you have before trying it. In fact, I suggest making a whole new region and city just to play around with it. ✌️
  26. 6 points
    You can read through these posts for what is involved for each of the three tasks... Sharing....................If you have files that you can share with others Processing.............If you have access to files to upload Verifying................Checking to see if restored listings are accurate and complete.
  27. 6 points
    Bridging the gap Highway- ---- Rails
  28. 6 points
    I've re-uploaded the Englehardt Shirt Factory. All the included files are the same as the ones in the SC4D LEX Legacy - BSC Jestarr Industrial, Freight Rail and Power Utilities Compilation.
  29. 6 points
    On the Panasar Islands, off the coast of Cirque City, lies Downtown Rocklin City. I'm only halfway through with the metro area and parks, so this is a very early sneak peek
  30. 6 points
    If you ever want an matching club to the "Found Custom Contents" club called "Lost Custom Contents" let me know
  31. 6 points
    Hi TMC, @CaptCity has already touched on most things, but I'll try to answer the best I can... As Capt said, this was a new feature I added shortly before the site crash. I didn't quite get around to formerly announcing it, and ironically the very day I was planning that, the old server was vaporised into cyberspace. Thankfully though, I kept local backups of all the edits I made to the board software code. I've added back most (if not all) these custom edits I made, including the downloads history feature. The data retained for downloads history will be missing from 01 March to 16 April, the day the site went down. So yes, any downloads you made between this period won't be logged. There is a separate "My Downloads" history table which I'll be unveiling in due course. Here's a sneak peek of that: So that's officially coming soon... Thankfully, the order of downloads won't be affected, since the history data was intact up to the cut-off (01 March). It sill goes back to October 2024 which was when I first implemented the downloads history. This is separate from the "Who downloaded this?" lists on each file. Your own downloads history is now stored indefinitely, unless clearing individual entries (or the whole list), which will be options available on the new My Downloads page. That sure is unusual, and indeed, there aren't restrictions on PNG images for file screenshots (although typically we do prefer JPG for gameplay type images). It makes me wonder if there's a lingering cache with the homepage feed sometimes, and perhaps editing the file helped to update that cache.
  32. 6 points
  33. 6 points
    There is also a Started a petition for EA to release SimCity 4 source code topic on r/SimCity that attracted the attention of a former Maxis artist who worked on SC4 (u/vertexnormal). They mention in the topic that they have copies of all the art source material (and possibly pre-release builds mentioned in another topic), but didn't grab the code and are not sure if EA still has copies. There is also a comment on the building/bridge creation which is a fun read. While I know there is no chance of those pre-release builds ending up in public, especially since someone publicly admitted to possibly having them. IMO that would be a close second to the actual source code in terms of the number of things that could be discovered. I expect some of those internal builds may have things like: Ingred and all the related editors active with the proper file layout. Full Windows debug symbols (and perhaps even a full debug build, which would limit compiler magic). Plus a ton of other possibilities depending on the specific build, like getting a build with the original intended traffic simulator before they altered it to run on low-spec machines.
  34. 6 points
    Some trains around the new area I've been working on. Most of the eastern-most regional rail lines will converge here to get set to go under the river. ALSO: raise your hand if you like to watch the trains go into the tunnel and then wait for them to come out the other side
  35. 6 points
    UPDATE: All maps that were lost as part of the crash should now be restored. The following went back up today: Calais-Dover, France-UK Chicago, USA Lagos, Nigeria Longyearbyen, Norway Mexico City, Mexico Naples, Italy New York City, USA San Bernardino-Palm Springs, USA Ventura-Santa Barbara, USA Villingili, Maldives If you come across a missing link/map, please reply here or send me a DM and let me know.
  36. 5 points
    So, as they say: "Photo not contractual" (it's a JPG with some compression) .. But ... Yes yes, you have a good eye; even at Zoom 4, the rails are heavily blurred on its main layout; the contrast is more pronounced on other surfaces .. and this choice is fully deliberate. To limit the DXT3 artifact, I chose this color and grain ; There are too many variations around the world, so... I have to choose. And above all, I noticed in numerous aerial photos of about twenty (or more) cities that at this altitude (zoom 4) the railway tracks are no longer clearly visible! It's all about light... and humidity . That's perfect, that suits me fine ! Notice how well the rails catch the light at zoom level 5... I hope you will find it satisfactory despite this "fading" of the rails.
  37. 5 points
    What Is This Thread For? I wrote two threads: one about found files ("Found Custom Contents") and the other about missing files ("Plugins We've Lost"). However, "Found Custom Contents" was for reviving 4 Simcities.com files and the title was "4 Simcities.com Files". (quite not sure. ) Later, I discovered more lost files, (e.g. Team Grater files, Japanese file, etc) so I reused and repurposed the thread. After sudden breakdown of Simtropolis, many files and images on both threads were gone. At this point, I decided to merge the two threads into one for easier management. Lost Files This section was inspired by Tyberius06's suggestion and the Conservation status. If you find or have any missing files (whether listed or unlisted), please share them in this thread or Found Custom Contents Club. And if you have info, images, links, or anything about lost files, please share them in this thread, too! Extinction (EX) Files in this category are most likely lost: Files created by individuals or teams but never released to the public Files released on lesser-known blogs, websites, or communities Files deleted on Simtropolis, SC4 Devotion, SimPEG, ToutSimCities, SimForum, CapitalSimCity, SimCity Force, Simcitychina, Simcit Square, SC4 Labs, and other websites. And the following files: SimCity Central Files Simphoni Files CSGfx - SimCity 4 File Exchange Files Cityscape / Gothia Files Only one BAT and a few vehicles have survived. シムの国航空クラブ会員's Missing Files Some files are on STEX and SimCity Force. Mame's Files MK's Missing Files このコンビニはここだけで公開しています。 [NO IMAGE] 看板をvodafoneにして見ました。 [NO IMAGE] 21~23作品目 コーヒーショップ and LG.DAT (Number 21 was on Hide and Seek!. I'm gonna upload it later.) 29~33作品目 海浜公園セット (I assume that 30~33 are 海浜公園セットかな・・・ - Japanese Sites - Simtropolis.) 看板をvodafoneにして見ました。 [NO IMAGE] 36作品目 携帯ショップ その2 37作品目 携帯ショップ その3 [NO IMAGE] 38作品目 月々150§の収入がある公営駐車場です。 41作品目 日本道路○団みたいな料金所 43作品目 地下鉄の駅 [NO IMAGE] 地上鉄道用の駅 2 TX(つくばエクスプレス) Stations [NO IMAGE] がんばれ日本!! SimCity4 ArtCollection - Download(Lot) Files Sim Air Force's Missing Files I found some of them. 몽자씨(aka mong0ose)'s Missing File 스타벅스 인사동점 (Starbucks, Insadong) CLOQLO's Missing Files 交番 セブンイレブン and propset [NO IMAGE] コンテナ 地下駐車場 NOB's Missing Files 連邦軍軍港拡張LOT+拡張LOT用軍港改 08MS小隊名シーンLOT2 建物用自作テクスチャー 自走砲台レオポルド ジオン軍 軍港 引越しトラック (Right truck only) 側道セット Kei's Missing Files 警察署(小) 「地方所轄署」(OLD, NEW) I don't know which version is missing. 東京ミレナリオ ナマケ者の街's Missing Files 中原保険 サウスパレス北見 [NO IMAGE] コスモ新平林, 三谷マート, 相沢ビル, 志井崎ビル, 崇徳ビル, 虎丸ビル [NO IMAGE] 機関庫 [NO IMAGE] Syoryu's Missing Files 槍流's Missing File クリーンエネルギー:地熱発電所[低出力型] 玄's Missing File 無人駅2 キハ30形久留里線のつもりProp付き NSX's Missing Files 白い巨塔 (In fact, this is the old version of 改良版白い巨塔) 大学病院シリーズ2 桜餅!'s Missing Files 国会議事堂 [NO IMAGE] ソーラーパネル付バス停 [NO IMAGE] 古い所轄警察署 メディカルメカニカ マバセ工場 [NO IMAGE] モノレール駅 [NO IMAGE] 前略ピカソ's Missing File [行き止まり式]旅客駅 [NO IMAGE] Iin's Missing Files 秘密基地セット (or 秘密地下施設 / 警戒偵察車 / 謎の 通信施設) 秘密基地おまけ(謎の実験施設) 某国産主力戦車 or (国産主力戦車(大・小)) パン屋の12ビル 歯周病研究所 リニア試験駅 大工さん's Missing Files クロスランドタワー [NO IMAGE] オムライス屋さん [NO IMAGE] チューリップ公園 [NO IMAGE] S.K (aka sim-kengo, and Sim Commerce)'s Missing File オフィス・フラン H2SO4's Missing Files 西多摩清掃工場 nisitamawte.zip 琴伊平駅 [NO IMAGE] nisitamawte.zip 琴伊平駅 [NO IMAGE] kotostation.zip or kotoidairastation.zip 西柿見病院 [NO IMAGE] nishikakimihospital.zip 千の川(せんのがわ)駅 [NO IMAGE] sensubwaystation.zip Masa's Missing Files マツモトキヨシ クロネコヤマト [NO IMAGE] 笑笑&セブンイレブン [NO IMAGE] 1マス3点セット ほっかほっか亭、ホワイト急便、しゃぼん [NO IMAGE] 雑居ビル-01 [NO IMAGE] 埼玉りそな銀行 [NO IMAGE] あいおい損保 [NO IMAGE] 雑居ビル-02 [NO IMAGE] 雑居ビル-03 [NO IMAGE] 五番星's Missing File 国鉄型らしい 古い小貨物駅 [NO IMAGE] 交通管制官課長's Missing Files 消防分署 スカイタワー41 アドミラル・クズネツォフ 国内線開業のお知らせ。 ロシア的プロップ Hide and Seek Missing Files 水再生産センター もっと大きな広場 無人駅 天然ガス発電所 もっと大きな花壇 勝浦海中公園のつもり 豪華な消防署 [NO IMAGE] CV4x15_DeluxeFireStation_ebf9946e.SC4Lot 100円パーキング グランドステーション改 高架鉄道<->モノレール乗換駅 [NO IMAGE] HaS_Elev-MonoStation_acea4291.SC4Lot すてきな公園 武道館 ロックフェラーセンター改造 私立学校 小湊バスかな・・・ 道路の脇のバス停 神奈川中央交通 全ての旅客交通用駅 銀行預金(§30,000)(BAT) 銀行 Fukajun's Missing Files SAM1 Car Addon Lot SimCity4 Black Style Mod FukajunWaterMod 新ドコモショップ【HD】 SC4 Value Tool(リメイク) ばくだん ハイパーボム Extinct in the wild (EW) These files are not lost, but they are not publicly available for certain reasons. WolfZe's Files You can see pictures of WolfZe's works on The WolfZe Appreciation Thread. Related Topics STEX Custodian General Support Topic The similar post, but being managed by @STEX Custodian. Can't find it?... Ask here! The post for asking any plugins you want. The ones that never made it to STEX The thread about BATs not being finished. LEX Files - New Download Links The list of SC4D LEX files and new links for them. SimCityKurier Files List The list of SimCityKurier files and new links for them.
  38. 5 points
    Sharer HQ File Sharing Collaboration Hi everyone! This thread is a place to discuss sharing files ST may have lost due to the destruction of our old server. In here is a place to coordinate efforts to find certain items of content, particularly those which are harder to find. At some stage, we might need to make a public appeal for particular files, but it depends what we still need. This is to cover STEX files, attachments (files and images), or other images from the Gallery, CJs, or other site sections. Additionally, for anyone who might have saved posts or topics from the ST Dark Age (after 28 Feb), please post those below in a format which is easiest for you. You may share links to files collections you may have (e.g. to Google Drive, OneDrive, etc). If someone else has already uploaded the same files you have, no worries at all. In actual fact, we encourage doing so, especially for files that haven't yet been restored. We imagine for some, there will be older uploads which are harder to locate, since the ultimate aim is to restore previous versions of content along with the latest iteration. Anyone who shares files may proceed with the processing efforts, but there is no obligation. Thanks all.
  39. 5 points
    Great to see all the continued progress being made. Yes, the 3 main topics should cover things as a starting point, and for any specific questions do let me know. There are no new "mod tools" involved with this, beyond what the tracker page allows for volunteers and staff. For editing files, it's the same method as doing so for your own STEX files. I hope the page UI is intuitive enough, but I'm still tweaking things here and there. For example, on the Activity Log it now jumps to the file when clicking the links. To find files by author, the box on the left allows this: I've also just added a new My Alerts feature, with the button on the top right: This will be highlighted when there are any alerts to view. Alerts can include replies to a File Note, new claims on a file, or when any of your files are fully verified.
  40. 5 points
    I've posted a general overview in the File Processing topic here: Adding a file would involve clicking "Upload New Version" and proceeding to upload it via the upload form. If keeping previous files, check they're valid and not 0 bytes, or it would still retain broken files which we don't want under the Download button. If unsure about which to keep, feel free to ask in the Processing thread, or add a File Note onto the file in question (via the tracker). And no worries about version numbering at this stage. I'll run a cleanup routine which will remove duplicate versions later on.
  41. 5 points
    This post has been superseded by "SimCity 4 Found & Lost Center" post.
  42. 5 points
    Pretty sure it was. Like you, I've noticed the 'not downloaded' sign for things I do have and only could've gotten from the STEX. Also, looking at the 'Who has downloaded' list, there is a gap from February to now. Later: Oh, that is something I haven't noticed. That is odd. Okay, saw the above Edit...
  43. 5 points
    EA has been releasing source code for some older games in recent years, specifically a few games from the Command & Conquer franchise. But it is my understanding that only happened due to an EA insider with connections to the franchise pushing for source code to be released as part of a remaster that was already in the works, and AFAIK there isn't anyone connected to the SimCity franchise still working at EA. The Command & Conquer source code is also not in a state where anyone could build an exact replica of the existing binaries, as the code has dependencies that EA could not or would not include. There is someone who was working on using AI to do that with the SC4 32-bit Mac binaries (which have partial debug information, thank you Aspyr ), but last I heard it would take their local LLM models months to complete the necessary documentation. Even if that is successful in creating all the necessary documentation (of which I am highly skeptical), you would still need programmers to write new code based on that documentation. You may also have a situation where many DLL developers are taken out of the pool of programmers due to the fact that they would have done reverse engineering of EA's code. The same individual was also trying to find people to contact within EA to ask about the actual source code, which I think is a slightly more feasible route. From this post by Karbydis, EA openly admitted to early SC4 modders that code modifications could be made with DLL plugins. But they never officially provided the necessary information to do so. AFAIK the current DLL advances are largely due to the to two things: The late Paul Pedriana (Lead programmer on SC3K and SC4) leaking a few pieces of source code that describe what SC4 looks for when loading DLL plugins, and encouraging reverse engineering of the rest of the game's interfaces. The previously mentioned partial debug information that Aspyr left in the 32-bit Mac binaries, which allowed many of the game's interfaces to be reconstructed. But there are limitations with this strategy. The compilers can modify how things are laid out when compared to the original source code. When porting the code Aspyr removed and changed a number of internal things that have no effect on game-play, but are in some cases visible to code plugins. Most notably they removed the code that would have allowed the game to load the Mac equivalent of DLL plugins. Although Apple security restrictions would likely have killed that eventually even if they left it in. My understanding of the history is that EA's red line has always been distributing modified versions of the EXE, and while many DLLs modify the game's code when it is running the EXE on disk remains untouched. The 4GB patch modifies the EXE by changing an option the OS reads when starting it, but I doubt there would be any issue with that as long as no one distributes a pre-patched executable (but I am not a lawyer).
  44. 5 points
    There’s some decent options to be found here: https://www.yuhisa.com/simboard-archives/ These might also be in the direction you’re looking: @Huston in particular has a bunch
  45. 5 points
    I understand that these mega-packages are probably easiest to upload, but there are some clear downsides. If you only want one or several items within, it'd be hard to sort through them. I'm not personally familiar with these authors so I'd be relying on the description or the readme to see what's included. Will pictures show everything or just a small image with the creator's name? As a dependency for anything else, downloading a mega-package like this doesn't make it easy for most people if they only need one item. Ideally, I'd prefer individual or smaller packages.
  46. 5 points
    Hot off the press is a bunch of new content for the Simtropolis channel! +68 packages by @xannepan, with lots of delicious W2W and Euro/French architecture +7 packages by @gerAndi +48 packages by @AP, covering all of their remaining content to date!
  47. 5 points
    20 years after I quitted BATting as a XDesign (you can find my files on old account on STEX) I would love to have those in my city: These are 4 Warsaw modern skyscrapers/buildings: 1. Warsaw Unit 2. Skyliner 3. Varso Tower 4. Upper One (U/C)
  48. 5 points
    Colossus Addon Mod 4.0 Out Now! CAM Team is pleased to announce the release of Colossus Addon Mod 4.0 where bugfixes and new features are introduced. Below is the complete list of changes in CAM 4.0: CAM DOWNLOAD You can download CAM through SC4Pac (it takes a few days to officially support start) or manually through these links: NEON & CONTROLNET In addition, with the release of CAM 4.0, we finally have the launch of the Next-Gen Energy Operating System (NEON). The mod, which began as a spin-off of AMPS (Allied Municipal Power of Simtropolis), is finally available in its initial version. There is still work to be done and bugs to fix, but for now you can follow the development and submit reports on this page Along with NEON, the ControlNet mod will be released, allowing you to simulate the ControlNet gameplay mechanics from SimCity 2013 in SC4. For now, it’s only visible via the UI and includes a non-functional variable, but support will be added around CAM 4.5. PIM-X SUPPORT & NEW PROPERTIES Usually, the release of CAM also involves updates to New Properties and PIM-X, but this time there will be no updates because PIM-X is undergoing a major overhaul, and work is also underway on New Properties; an announcement will be made in due course. In the meantime, users can download the experimental, non-final version on GitHub. (This is also why the manuals haven't been updated,they need to be rewritten for the new PIM-X) https://github.com/NAMTeam/New_Properties.xml/blob/staging/new_properties.xml In addition, a preview of the new PIM-X, which now includes tools for creating Transit Enable (TE) WARNING TO MAC USERS Unfortunately Colossus Addon Mod 3.0 and later versions will only work for the digital version (1.1.641) of SimCity 4 (Microsoft Windows and Linux only). This means that macOS users and all users using a different version of SimCity 4 will not be able to use CAM 3.0 or higher. If CAM is installed on unsupported systems you may experience mod and game malfunctions and will not be able to receive support. So it is recommended to use SimCity 4 version 1.1.641 which is available on GOG, Steam and EA App and for Mac users it is recommended to use WINE or Virtual Machine to run the Microsoft Windows digital version of SimCity 4. CAM 5.0 CAM 5.0 will not be developed, as the CAM 4.0 platform will undergo further major updates; therefore, CAM 5.0 will most likely be released next year ( But most likely, CAM 5.0 will be Windows 12, meaning it won't be released anytime soon.), though the exact date is not yet certain. However, there will be development logs for the upcoming updates, which will first be available on the Experimental channel and then to the general public. So stay tuned for the next development diary.
  49. 4 points
    "HIDE and Seek!" Compilations have begun! The files created by the website owner, Ragutaro, and two earliest Japanese LOTers, sylphing and hes are now re-available. The next will be mk Compilation, but it will take some time.
  50. 4 points
    I don't think I've formally requested how to help, so please mark me down for sharing, processing, and verifying. Thank you!
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