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Showing most liked content since 06/05/2026 in Posts

  1. 16 points
    @justforfun I included the chapel in my "Buildings RWS DLC" Soon:
  2. 14 points
    Alpen Shinjuku is slowly getting there
  3. 14 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
  4. 14 points
    Mulan Akiba will be uploaded tomorrow. Finally getting to these two non-Akiba buildings.
  5. 14 points
    I'm making some new relots, the upcoming PIM-X makes everything easier.
  6. 13 points
    @JulianMIA @justforfun -----------------------------------------
  7. 13 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.
  8. 13 points
    Relot Of Burj Al Arab from ks_jpn
  9. 13 points
    I experimented today with lightening up the very dark one and darkening the light one just to see if there was a middle ground but in the end I agree the original dark one is the best. But now I need to figure out new textures for above the tunnel, the new-build modern concrete I have been using almost ruins the look. I does look awesome with lots of trains plying the tracks though I think
  10. 12 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. 11 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. 11 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
    I'm very glad to know ST is back and alive! Thank you. It's commendable the effort and speed you got the website back online considering the severity of what could have been. After SimPeg's and SC4D's catastrophic disappearance, Simtropolis remains the anchor to a beloved game and awesome community from another era. Makes me happy not having to say goodbye to this comfortable and familiar corner of the internet.
  14. 11 points
    A primary school inspired by a former one in Colchester:
  15. 10 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.
  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. 9 points
  19. 8 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.
  20. 8 points
    I'm getting there. I have a couple cities fully zoned and ready to go for vids, and working on a couple more too. --- Roughed in ideas to finished design
  21. 8 points
    And with these, the backlog is cleared!
  22. 7 points
    I found the post below by Belfastsocrates, which confirms it is a relot. Perhaps the name "Gilbert Scott Building" is fictional.
  23. 7 points
    Finally, I caught stop to write. Even without playing SimCity nowadays, it was nebulous days without simtropolis. Even staying busy every day, I visit here to see the new and how are the peoples. Fortunately, all site is come back and with community more united. And everything that's missing is just reasion to we have more and more good news in the nexts weeks and months. Thanks all for devotion to return the site for us. Long life to simtropolis.
  24. 7 points
    Extending a BTM line east
  25. 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.
  26. 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.
  27. 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.
  28. 6 points
  29. 6 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:
  30. 6 points
    The MoonLinght's Compilation has been restored in the Found Content club. Go to the end of the list and look for the file named ML JPN El Rail MOD. As noted, the files in this compilation are quite dated and may not function as expected.
  31. 6 points
    The first and the stucco one come from Richmond Upon Thames:
  32. 5 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
  33. 5 points
  34. 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...
  35. 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).
  36. 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
  37. 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.
  38. 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!
  39. 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.
  40. 5 points
    I am not 100% sure but this resembles more the Canadian Parliament. I know only of the BAT by @otty8116 and that one looks very different. Maybe your screenshot shows a mod or relot or was photoshopped.
  41. 5 points
    Where we've been, what happened, and what's next Hey everyone, I owe you all an explanation, and a big thank you first. The patience and the kind messages over the last few weeks have meant a lot to me and the rest of the team. A bunch of you have been asking what actually happened, and who our old host was, so I'm just going to lay it all out. For 15+ years we ran Simtropolis on a dedicated server over at WHC.ca. They were good to us for a long time. What happened recently is that we missed a renewal payment, and then I missed the warning emails that came after it. By the time I caught it, we were already a day past their cutoff and the server had been pulled offline. We got in touch right away, paid the invoice, and were told the server would be brought back online. Then came the gut-punch. Instead of restoring it, they wiped the machine and handed it back to us completely blank. Everything was gone. I won't pretend I wasn't upset. But I also need to be straight with you about our end of it. We didn't have proper off-site backups, and we absolutely should have. That one is on us, and trust me, it's a lesson learned. Thankfully, CB and Cori have been much more diligent with some periodic backups so we weren't completely left in the lurch. Just mostly. But the better news is where we are now. We've rebuilt everything on a new host, Hetzner, and I have to say we're really happy with them so far. The hardware has been rock solid and their support has been genuinely excellent. The forum, your accounts, your posts, and the huge majority of our history are all back and running. We've also got automated off-site backups going already, with a more complete system on the way, so we are never doing this dance again. We've been through rough patches before and come out the other side just fine, and we'll do it again, only a lot better protected this time around. Thanks for sticking with us, thanks for caring, and thanks for your patience while we got the lights back on. Anyway. Back to building cities!
  42. 4 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
  43. 4 points
    +1 for uploading these old and restoration legacy stuff in packs. Thanks for the efforts
  44. 4 points
    I have 4 dense city tiles in active development right now. Two are ready to go, two more nearly there. Once I press play on these and other smaller cities, the regional pop will possibly exceed 70 mil. The increases in population are necessitating / funding these cross regional projects. Building a viaduct like that isn't cheap, but the trains will run at max speed with some amazing views once completed.
  45. 4 points
    Just wanted to pop in and admire your work.
  46. 4 points
    Cyclone Boom: I LOVE the bone CB! Just what every doggie wants!
  47. 4 points
    That reminds me a lot of New York! Very good job with the canals and parks.
  48. 4 points
    Name: AmperSam Gender: Male Zodiac Sign: Pisces
  49. 4 points
    Love the way SENT looks and really appreciate the effort that has gone into this! The look and feel of the textures is perfect and it just seems like a giant upgrade. I had a few points on my wish list: Grass textures: I'm using Lowkee's Appalachian grass as a uniform texture for all wealth levels so standard grass on transportation tiles really stands out. It would be great to be able to customize my SENT setup in this regard. Possibly through Rivit's GoFSH similar to @hugues aroux? Crossing textures: Having crossings at almost every junction is a bit much for my liking. I usually add crossing lots manually. Having an on/off toggle option in the installation would be fantastic. Props: The street signs are a nice touch, but some don't fit with the Scandinavian style I'm going for. Similarly I think I spotted a conflict with my stoplight mod. An on/off toggle option would work here too, maybe per category of props?
  50. 4 points
    Like your work is an understatement. This is awesome. Very well made! The only Sam a am missing is catalyst (MGB bikelanes) Sam 5? But of course, you can't force anyone to make it. It is my most-used sam
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