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warrior

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  1. Like
    warrior got a reaction from bluegoose in SimCity 4: Deluxe Edition Makes Triumphant Return to the Mac   
    The plugin path for this is not in Documents thanks to sandboxing, it's here:
     
    ~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins
  2. Like
    warrior reacted to gibbed in SimCityPak - Modding Tool   

     
    0xbd81a2d - eco path transport types
    0xbd81a2e - eco path lane counts
    0xbd81a2f - eco path lane widths
    0xbd81a30 - eco path lane varys
    0xbd81a31 - eco path lane offsets
    0x54abdf8c - transport handler, car traffic
  3. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  4. Like
    warrior reacted to ProcsKalone in 3.0 and mods   
    Try this
    http://community.simtropolis.com/index.php?app=core&module=attach&section=attach&attach_id=9709
     
     
    Credit to warrior for his govt code, should make it more resistant to patches.
  5. Like
    warrior got a reaction from wavecom in 3.0 and mods   
    BagOfTrix is heavily dependant on the version as it replaces an entire JavaScript file. So when maxis make a patch they change the JavaScript and then BagOfTrix override that file with the code from the previous version. So you get a mismatch with connections between the script and other parts of the game not there anymore.
    Another way to put it is that if Maxis change any of the script code, even if its irrelevant to BoT.

    I know my Expense Map mod is much more resilient because it just inserts a tiny but of code. So it will only break if Maxis change the code relevant to the mod.

    When I get my computer running again I will confirm ExpensesMap

    BagOfTrix is heavily dependant on the version as it replaces an entire JavaScript file. So when maxis make a patch they change the JavaScript and then BagOfTrix override that file with the code from the previous version. So you get a mismatch with connections between the script and other parts of the game not there anymore.
    Another way to put it is that if Maxis change any of the script code, even if its irrelevant to BoT.

    I know my Expense Map mod is much more resilient because it just inserts a tiny but of code. So it will only break if Maxis change the code relevant to the mod.

    When I get my computer running again I will confirm ExpensesMap and see about making a more resilient BoT-type mod
  6. Like
    warrior got a reaction from wavecom in 3.0 and mods   
    BagOfTrix is heavily dependant on the version as it replaces an entire JavaScript file. So when maxis make a patch they change the JavaScript and then BagOfTrix override that file with the code from the previous version. So you get a mismatch with connections between the script and other parts of the game not there anymore.
    Another way to put it is that if Maxis change any of the script code, even if its irrelevant to BoT.

    I know my Expense Map mod is much more resilient because it just inserts a tiny but of code. So it will only break if Maxis change the code relevant to the mod.

    When I get my computer running again I will confirm ExpensesMap

    BagOfTrix is heavily dependant on the version as it replaces an entire JavaScript file. So when maxis make a patch they change the JavaScript and then BagOfTrix override that file with the code from the previous version. So you get a mismatch with connections between the script and other parts of the game not there anymore.
    Another way to put it is that if Maxis change any of the script code, even if its irrelevant to BoT.

    I know my Expense Map mod is much more resilient because it just inserts a tiny but of code. So it will only break if Maxis change the code relevant to the mod.

    When I get my computer running again I will confirm ExpensesMap and see about making a more resilient BoT-type mod
  7. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  8. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  9. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  10. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  11. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  12. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  13. Like
    warrior got a reaction from iamtehlolrus in MOD: Expenses Map in Government Menu and Data Map Menu   

    This mod will just put the expenses map in the Map section (box on the far right) in the Government menu. So you can use it at any stage of the game, even when the city is not bankrupt.
    EDIT: It now also appears in the Data Map menu in the bottom right, on the first row.
     
    But remember expense is not the full story. Buildings may be expensive but they may be producing more income and be profitable. This Map doesn't show you income or profit, so don't go closing buildings and then wonder why you're losing even more money
     
    Just unzip and read the readme(included in the zip too):
     
     ​NOTE: Use at your own risk. This mod is a change to the game files and we do not yet know the effects this has on the game or how Maxis will deal with them
     
    (any problems with the mod, just post them here)
     
    ExpensesMapv2.zip
  14. Like
    warrior got a reaction from Mdrizzle3 in Any tips for Starting to use BAT   
    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: http://community.simtropolis.com/forum/12-sc4-bat-open-discussion/
  15. Like
    warrior got a reaction from bnsf611 in This is utter heartbreaking.   
    Don't think of it of Simcity 5, it's not. It's not called SimCity 5, it's just SimCity. SimCity is to SimCity 4 as The Amazing Spiderman is to the Spiderman trilogy, a reboot.
     
    The servers are EAs fault, they could have bought more for the launch of their games, they didn't. So wait a few days and it won't be so bad as the initial load dies down and bugs get fixed.
     
    There were bugs in SC4, just noone can remember them because either Maxis fixed them in patches or with Rush Hour, or mods like the NAM fixed them, and it was 10 year ago.
     
    Ditching the game in the first days is not great. The devs have put years into the game, the least you can do is wait more than a few days before passing judgement.
  16. Like
    warrior got a reaction from Hellken in SimCityPak - Modding Tool   
    I think it's because you have used write() rather than read(), on the import texture function. Write() means write the data already in the rw4 file to a stream. And Read() takes a stream and "reads" it into the rw4 file. (I think anyway)

    I changed the write to read, and it worked a little more, but then it didn't like that the first parameter was null. But I don't know enough about WPF to know how to get the RW4Model from the parent MeshView to the TextureView. (the whole DataContext and WPF confuses me)
  17. Like
    warrior got a reaction from Hellken in SimCityPak - Modding Tool   
    I'm not sure if you'll see this, and I feel bad for saying on your vacation. But only the project owner can set the license, which has to be done in order to publish it.
     
    Otherwise, I managed to get the Team Explorer working by using a trial of VS 2012 (horrible UI though), and I committed a change that makes the property links work in the ViewWindow.
  18. Like
    warrior got a reaction from Hellken in SimCityPak - Modding Tool   
    I've downloaded the latest version and the loading from locale file makes everything a lot clearer
    Though you would seem to have a different locale file than me, because the tool crashes when it came across a comment in the JSON files in the locale package, I had to add a check for comments in the code, which implies you didn't come into that problem? Windows says my locale package is 450,408 bytes (not "bytes on disk"), from beta 2 files (the crash also happened on beta 1 files).
     
    There is one more thing I'm curious about, in the screenshot below, it says the value refers to a JS file:
     

     
    But when I search the blue number as an instance ID no file is found (in any of the SimCity_* packages), so how did the tool know it will be a javascript file?
  19. Like
    warrior got a reaction from Hellken in SimCityPak - Modding Tool   
    Wow thats brilliant, strange that it only works for vehicle models though? Are they in a different format or something? And the localized settings sounds interesting,
     
    sorry I haven't replied much, I'll publish the project, but I'm not sure about making the forum public on the release day, at least not without seeing to what extent modifications can be made, not sure how happy Maxis will be if suddenly the game breaks because everyone is fiddling with it  
     
    If it's that kind of vacation, I hope you have fun
  20. Like
    warrior got a reaction from Hellken in SimCityPak - Modding Tool   
    When I make a change in VSExpress, and then go back to the stand alone Team Explorer, it doesn't show any changes for me to act on.


    I've just tried replacing a texture in a RW4, when importing I couldn't see any files (including .dds files) so I had to remove the filter from the open dialog. Then when I did import the new texture I get a NotSupportedException in ViewTexture.xaml.cs on Line 234 (textureSection.Write(null, section, strm)
  21. Like
    warrior got a reaction from Hellken in SimCityPak - Modding Tool   
    The link to 0.005 doesn't work. 
     
    It would be good if you could add the ability to export a subfile, I've added this myself but I cant for the life of me get Team Explorer/CodePlex to work with Visual Studio Express.
     
    Also I find it impossible to open large files, it eventually stops completely, and I've got out of memory exceptions, so a size column would be good to have too.
     
    Also I can't build the project because WriteableBitmap has no method "SetPixel" (and also there is no XNAControl, though I have the XNA framework installed).
     
    The ability to search through the whole package would also be good, even if it isn't quick.
  22. Like
    warrior got a reaction from Hellken in Maxis Day of Peace Add-On   
    Go to My Document\Simcity 4\Plugins and paste it there. Any mods or lots(plugins) you download go in this folder, unless they say explicitly otherwise
  23. Like
    warrior got a reaction from AnnArbor in Anyone going to gamescom? (my notes from gamescom)   
    Sadly it seems that the city in the demo was a "standard" sized city...

  24. Like
    warrior got a reaction from Exe19 in Anyone going to gamescom? (my notes from gamescom)   
    Here are my thoughts on the game (pre alpha):

    Tldr: I thoroughly enjoyed it, and this is only the prealpha...

    (I edited this post once at a computer to clarify some points)

    No auto create roads when zoning, you must draw the roads first: Zones aren't like SC4 zones the lots are determined when you draw the roads and you just choose water RC or I fills that lot

    Can't upgrade roads, if you have a road and you want to upgrade it to an avenue, or if you have avenue and you want to put light rail down it, you hav to bulldoze the existing road and redraw it.

    Light rail is only down middle of the road, you can't place it anywhere else.


    The upgrade lots thing (in game lot editor is pretty good) you can add modules outside of the lot
    The curvy roads didn't quite work as I expected but I'm pretty sure once used to them you can control the easily, they much preferred following guides than my cursor

    The demolish animation is far superior to SC4

    I wasn't quite certain how you know what your sims need there is no central place to find data, like there wasn't really an advisors panel which collate all the news. Instead "news" s now speech bubbles around the city.

    When I tried to upgrade the town hall it plopped but didn't actually buil I think this was probably a bug, so I couldn't place a school and see how that worked.

    The glassbox is very good you see different bursts of agents like Sewage, but it appears all sims flush their toilets at once.

    It threw me that the sewage and water lots didn't work immediately. I think they may have waited for the next working day to get workers which is quite cool.

    The tile in the demo is a bit small I thought, I used roughly half (maybe a bit more) and got to 1,700 sims before the demo ended.

    Many lots (if not all) must be placed next to a road on specific points the game highlights for you. You can't plop a lot and them drag a road out to it.

    You can place airports just in your city (well there was an option for airport in the menu but was disabled and it didn't seem to indicate it was a great work)

    There is also ferrys in the game. But they were disabled in the demo and there was no water anyway.

    You can only connect to the regional highway where it lets you, there was a highway stub that came off the highway (as an intersection not interchange) and you had to connect the road up to that.

    I found it quite hard to find buildings in the demo, a lot of the time you have to see what an advisor is saying in the town hall, (it would be nice if you could type the name of a building and it would go to it, in SC4 the financial pane showed a list of all schools and hospitals etc, I missed that, but a lot of the UI was disabled in the demo so there may be something like it)

    There was no evidence of the ability to make tunnels or embankments or elevated networks. There was no terrain modification of any kind but again a lot of the UI was disabled.

    From the videos I was under the impression you could plop or plot RCI. But I could only find a way to plot it. The ploppables were locked (not disabled for the demo though). So I couldn't find a way of manually increasing the density of the lots. There was a lot of green space.

    The My Sim mode from SC4 seems to be built into the new Simcity you get little speech bubbles when sims are unhappy about something (or happy). But this isn't bad thing at all.

    When you are plopping something like a water pump you see a map of the water table, it will also give a numerical value next to the cursor.

    Rail sadly was disabled.

    I'm very glad that the range of police stations is now done by road and not just a circle. To increase range you just add modules (instead of plopping another police station) the modules didn't have to be on the lot , and the lines along the road will become green from red to show the increased range.

    Overall I wasn't overly impressed by the graphics compared to SC4, everything was too coloured, mean there wasn't much texture, the detail may have been lost with the lower screen resolution.

    But the engine worked well, and seems to have a lot of potential. Hopeful an expansion pack is released that adds some more features like Rushhour did

    During the game the zone section showed a little bar for each zone indicating roughly how much of each zone you needed to build. Also after upgrading the police station there was a bubble telling me that the police station needed more workers, so I had to add more residential.

    I would have liked to see more transport options, like the ability to specific how many lanes and whether there is a median or light rail or neither.

    While playing I lost myself in the game, the sounds were surprisingly effective, when I took the headphones off I noticed the difference.
    The graphics were better the CXL (and definitely SCS), but not as good as SC4 (not far off though )

    If this is pre alpha, as it says it is, I'm definitely buying it. The learning curve was not as steep as SC4, but I got the impression that if I could have spent an hour or two more I could have been able to do more complex stuff.

    It was quite a rush while playing the game so ask questions and while I'm not an expert I'll probably remember something more than what I've written.

    (The main point I took away from this, is that it's a reboot, not a sequel, so it's not quite as broad as SC4, eg there are less transport options than in Rushhour.)
  25. Like
    warrior got a reaction from Exe19 in Anyone going to gamescom? (my notes from gamescom)   
    Here are my thoughts on the game (pre alpha):

    Tldr: I thoroughly enjoyed it, and this is only the prealpha...

    (I edited this post once at a computer to clarify some points)

    No auto create roads when zoning, you must draw the roads first: Zones aren't like SC4 zones the lots are determined when you draw the roads and you just choose water RC or I fills that lot

    Can't upgrade roads, if you have a road and you want to upgrade it to an avenue, or if you have avenue and you want to put light rail down it, you hav to bulldoze the existing road and redraw it.

    Light rail is only down middle of the road, you can't place it anywhere else.


    The upgrade lots thing (in game lot editor is pretty good) you can add modules outside of the lot
    The curvy roads didn't quite work as I expected but I'm pretty sure once used to them you can control the easily, they much preferred following guides than my cursor

    The demolish animation is far superior to SC4

    I wasn't quite certain how you know what your sims need there is no central place to find data, like there wasn't really an advisors panel which collate all the news. Instead "news" s now speech bubbles around the city.

    When I tried to upgrade the town hall it plopped but didn't actually buil I think this was probably a bug, so I couldn't place a school and see how that worked.

    The glassbox is very good you see different bursts of agents like Sewage, but it appears all sims flush their toilets at once.

    It threw me that the sewage and water lots didn't work immediately. I think they may have waited for the next working day to get workers which is quite cool.

    The tile in the demo is a bit small I thought, I used roughly half (maybe a bit more) and got to 1,700 sims before the demo ended.

    Many lots (if not all) must be placed next to a road on specific points the game highlights for you. You can't plop a lot and them drag a road out to it.

    You can place airports just in your city (well there was an option for airport in the menu but was disabled and it didn't seem to indicate it was a great work)

    There is also ferrys in the game. But they were disabled in the demo and there was no water anyway.

    You can only connect to the regional highway where it lets you, there was a highway stub that came off the highway (as an intersection not interchange) and you had to connect the road up to that.

    I found it quite hard to find buildings in the demo, a lot of the time you have to see what an advisor is saying in the town hall, (it would be nice if you could type the name of a building and it would go to it, in SC4 the financial pane showed a list of all schools and hospitals etc, I missed that, but a lot of the UI was disabled in the demo so there may be something like it)

    There was no evidence of the ability to make tunnels or embankments or elevated networks. There was no terrain modification of any kind but again a lot of the UI was disabled.

    From the videos I was under the impression you could plop or plot RCI. But I could only find a way to plot it. The ploppables were locked (not disabled for the demo though). So I couldn't find a way of manually increasing the density of the lots. There was a lot of green space.

    The My Sim mode from SC4 seems to be built into the new Simcity you get little speech bubbles when sims are unhappy about something (or happy). But this isn't bad thing at all.

    When you are plopping something like a water pump you see a map of the water table, it will also give a numerical value next to the cursor.

    Rail sadly was disabled.

    I'm very glad that the range of police stations is now done by road and not just a circle. To increase range you just add modules (instead of plopping another police station) the modules didn't have to be on the lot , and the lines along the road will become green from red to show the increased range.

    Overall I wasn't overly impressed by the graphics compared to SC4, everything was too coloured, mean there wasn't much texture, the detail may have been lost with the lower screen resolution.

    But the engine worked well, and seems to have a lot of potential. Hopeful an expansion pack is released that adds some more features like Rushhour did

    During the game the zone section showed a little bar for each zone indicating roughly how much of each zone you needed to build. Also after upgrading the police station there was a bubble telling me that the police station needed more workers, so I had to add more residential.

    I would have liked to see more transport options, like the ability to specific how many lanes and whether there is a median or light rail or neither.

    While playing I lost myself in the game, the sounds were surprisingly effective, when I took the headphones off I noticed the difference.
    The graphics were better the CXL (and definitely SCS), but not as good as SC4 (not far off though )

    If this is pre alpha, as it says it is, I'm definitely buying it. The learning curve was not as steep as SC4, but I got the impression that if I could have spent an hour or two more I could have been able to do more complex stuff.

    It was quite a rush while playing the game so ask questions and while I'm not an expert I'll probably remember something more than what I've written.

    (The main point I took away from this, is that it's a reboot, not a sequel, so it's not quite as broad as SC4, eg there are less transport options than in Rushhour.)
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