Jump to content

warrior

Member
  • Content Count

    1,566
  • Joined

  • Last Visited

Everything posted by warrior

  1. Sweet Is that the rules (or er2 etc) or the PROP files? Where did you put the package with the extracted file in, the EcoGame file or the SimCityData like other mods?
  2. I was directing that to whoever made that choice. I think that may have been me, I was going on RULs from SC4. Sorry
  3. I can't find any files for the menu when editing a building. The extension parts all have the same parent menu id, but no menu actually exists with that id?
  4. I doubt editing that will do much good, as there are compiled versions of the RULs which still need to be fully decoded. I would be quite surprised if the game used the raw RULs rather than the compiled ones.
  5. Modding priorities

    Java? There is no java in the packages?
  6. Not yet, but since I'm able to mod package files now (or well... most of them, a few still have issues), I've been looking into the menu items a bit. I've put the pedestrian pathways that come with the university into the roads menu () by modifying the "parent menu" property. It is also possible to edit the "Network" property and make the same menu item draw an entirely different network - for example, I also made an icon for the regional highway in this menu, but since it can't be deleted yet (and funny enough, this one couldn't go outside the city plot) I'm not uploading that one yet. But it's definitely looking like messing around with the property files alone is already going to give us a lot of possibilities for modding. I still have to do quite a few usability, stability and bugfixing tweaks to the tool before I can upload this new version (which is already in source control), but I'll try to get it done as soon as possible. Did you find what controls the order of the menu items? I'm guessing it the cost?
  7. Awesome I don't see why this would be a problem, you could plop a University and then draw the paths, so it doesn't add anything brand new. Just makes it a heck of a lot easier to use.
  8. has anyone tried to compare a normal network to one of the regional networks and see if there is something that allows the networks to be drawn outside the city boundary, and then perhaps we can edit the city networks and possibly buildings as well.
  9. Yes, I was just wondering where the 0x30 came from if not Spore nor the game files.
  10. When saving props, it writes 0x30 after the type of the property, why 0x30? The prop file I was trying to edit (menu list) had a value of 0x809C there. Editing and saving the prop file with the 0x30 value caused the game not to load cities (the right edge of the screen went red), whereas if I changed it to 0x809C it loaded fine and the change was noticeable. The only reference I could find on the Internet for prop files said it should be 0x10 for array properties, nothing about 0x809C. (the Menu List file is just 3 array properties)
  11. How did you work out the name? I assume it is the FNV hash of the name, but how did you go in the other direction? I did not expect the rules to be in one file, though that isn't so different to RULs in SC4. It means if we want to make changes to it, someone will have to set up a central team like the NAM.
  12. I've been playing it in Parallels, and it's been fine. I've even had Visual Studio running in the back, as well as Mac apps like Tweetbot, Mail, Xcode, and the game wasn't affected noticeably, although the Mac slowed down, for instance it would freeze for a few second when swiping between spaces, but nothing major. That was playing on the highest settings (strangely I often got better performance with the Lighting on Ultra rather than Low-High), when the city got bigger I then had to close the apps in the background and start reducing the settings a bit. This is on a retina MacBook Pro 15", power cable plugged in.
  13. Oppie, I'm wondering why the ModifiedDatabaseIndex needs to be subclassed for specific types, couldn't it just have a generic data property that could be used for all types?
  14. ok that's good (preferring commits), I couldn't find any useful information on the internet about patches. I've been looking into why SimCityPak's packages aren't loaded in game. I saved one of the game files with SimCityPak and compared it to the original in a hex editor. There were an awful lot of bytes that were 0x80 in the original, but 0x00 in the simcitypak saved version, towards the end of the file. The raw file size needs to be ORed with 0x80000000 before being written, don't ask me why it has to be. it's also strange that the game rejected them, because 0x800000CC & ~0x80000000 = 0xCC, and 0x000000CC & ~0x80000000 = 0xCC. So it shouldn't have made any difference, it seems the game was explicitly checking for it... Also is it ok to delete TypeMapper.cs and TGIRegistry.xml (Rather than TypeRegistry.xml) or are they still needed?
  15. oppie, do you know if it is possible to apply a patch from codeplex locally? Also should changes be made using patches instead of commits/check ins?
  16. aye the modders won now can they hire some of the modders who where able to get offline mode working and fire some of the maxim/ea employee who said it was impossible I think you're the second person I've seen who says maxim, why?
  17. Ea also say you won't get banned. http://www.reddit.com/r/SimCity/comments/1ab6cp/ea_customer_support_states_users_will_not_be/
  18. Wrong forum, this is for the new simcity, the BAT is for Simcity 4. I'm not sure where you should post, but you could try in this section: https://community.simtropolis.com/forum/12-sc4-bat-open-discussion/
  19. The problem is we still do not know if you will be banned from the game for using the mod yet. maxis employees welcome it and Ea so far says you will get banned. Some EA CS reps say you will get banned and some say you won't: http://www.reddit.com/r/SimCity/comments/1ab6cp/ea_customer_support_states_users_will_not_be/ With the devs welcoming it and EA unclear, it seems mods are ok.
  20. It's been known that the package format is the same as that used in the Sims (and Spore, and SC4) since the first beta, only the version number changed but it seems nothing else changed to warrant the version change. Previous simcity were statiscal based only, so there was never an expectation for the population number to be true, because there wasn't really a true population number. The problem is that the new SC is advertised as everything being simulated, so this fudging shouldn't really be happening according to their marketing...
  21. I've been able to parralelize the search function, so it can now search the _Game package in 3-4 seconds compared to 15 seconds (well at least this is on my computer) Given that loading custom packages seems impossible, once writing is in the tool, how about creating a folder outside of the game's directory where packages are loaded. the simcitypak will backup the game files and then merge the packages into the games files so they take effect. Basically if they won't give us a place to load our packages we'll just make our own place Also it strikes me as odd that there aren't any rules in the packages, unless I've missed something? It seems strange that'd put all that they have in the packages but left out the rules that bind everything together, I found some cheat rules (cant remember where though) but that was only one file. I think that is much to built into the game, so it's likely to built in to the EXE, which is far more challenging to modify, besides being illegal to redistribute. We may be able to tweak it but I doubt we'll be able to redo to the extent people want it, but we still have a lot to find out so just maybe.
  22. This is now confirmed and fixable: http://www.reddit.com/r/SimCity/comments/1a8bw7/how_to_mod_sim_city_2013_getting_started_basics/
  23. I would advise some caution though, in terms of keeping matters discrete and not easily linked to identities. Especially in light of the latest leaks it may not be a matter of what may or may not be possible, but what may or may not be permissable. It is EA, not Maxis, who decides on strategic directives. Modding is first and foremost in service of EA's MT model. And the Origin platform does have a history of being used as a data mining instrument as well as package validation, tied to the matter of applicable licenses it may be an idea first to find out what is permissable - at least to a degree. If you are referring to the github gist that was title SimCity UI + DRM by leaks, then that wasn't a leak, it is easily viewable in the game's packages. In plain text (it's compressed, but it's not encrypted or code from the EXE) on everyone's machine. The people at Maxis (and EA will too) know about people starting modding and have done nothing to stop it, if anything the opposite: https://twitter.com/oceanquigley/status/299566347438936064 It's good to have you back oppie, I'd have started on writing myself, but I think thats beyond my current skill. And I tried replacing a PNG like I did in the beta (modifying the package directly) and it showed up in game like in the beta.
  24. The default package is only for specifying a package to open when you first run the program, just saves you clicking open package everytime if you are viewing the same file. The locale package is more special as it will load all the strings so they can viewed in prop files. For example instead of seeing a hex number in the Menu Title field you'll see the actual title. The game directory is Program Files\Origin Games\SimCity. The main files are then in SimCityData and the locale file you want to add on settings is SimCityData\Locale\Data.package. (If you run 64bit windows use Program Files (x86) instead of Program Files)
  25. So lets make it harder to use the game legally in this region, because this is where the most pirates are. the logic... Data and Spock would be proud....
×