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0 Clean SlateAbout Citymaster13
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I was playing around with some GLR stations and noticed that this particular station I had downloaded off from the STEX (link) seemed to have some issues with the paths for the trains passing through it. Specifically, when a train came to the station, it would immeadiately vault into the air and act like it were on an EL track. Then it would dissappear. Here is a photo of the station with DrawPaths on (pink lines) showing the problem: FYI I did add the invisible EL-Track to the station as required by the NAM. For comparision's sake here is a GLR station that does not have this problem. Notice how the paths are different. It doesn't seem that this problem interferes with Tram traffic at all, but the dissappearing trains do concern me, even if this is just a cosmetic issue. So, is this a legitimate problem?
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Traffic Issues with Tram/GRL in Avenue
Citymaster13 replied to Citymaster13's topic in NAM & Transit Networks
I'll be sure to try it out! Thanks. -
BSC ITS GLR Tramway Interchange Station
Citymaster13 commented on ILL Tonkso's file in Transportation
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Traffic Issues with Tram/GRL in Avenue
Citymaster13 replied to Citymaster13's topic in NAM & Transit Networks
Does it give high (10000+) capacities for GLR and AvGLR stations? I find that in my cities the stations tend to get used up very quickly. -
Traffic Issues with Tram/GRL in Avenue
Citymaster13 replied to Citymaster13's topic in NAM & Transit Networks
I tried the drawing one-way roads trick, but it only seems to work on the SFBT tram stop. I downloaded a few more of their tram stops and interestingly it works there too. However, it does not work with the Smails or the TSC stations; i just get the "Unsuitable Area" error. -
Is this your first NAM installation? If you had an older version, you may still have files from it in your plugins folder. They would definitely crash the game.
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I have just implemented an Avenue TRAM system in my city. Ridership is great (in the thousands) but I now I have a new problem: For some reason ALL of the traffic that previosly used the avenue (except for some which park and ride at the tram stations) now turn off right before any station and continue on a sidestreet that parallels the avenue. At the next available turn after the station, the traffic natually heads back to the avenue, as mandated by my NAM controller. Now i have seroious traffic issues on that sidestreet, which serves a rather dense residential area, and no obvious way to deal with it. Is there something wrong with the tram station, or do I have to drag some network over the station, like with regular GLR stations? These are the tram stations in use. All three exhibit this problem. Shmails GLR in Avenue Station #1 SFBT Historic Avenue Tram Station (from SC4Devotion I believe) TSC Tram Station
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SC4 deluxe, Wine 1.1.23, and Ubuntu Jaunty x64
Citymaster13 replied to Citymaster13's topic in SC4 Bugs & Technical Issues
SO far i've used the game in software and opengl modes, makes no difference. I am using a no-cd patch, but the regular .exe has the exact same problems. Adding/removing the CPU restriction makes no difference, in fact i'm one of the few people here that's not had issues w/ SC4 that could be traced back to dual core processors. Virtual Desktop is same thing, doesn't help. It seems that only the plugins are causing the issue. BTW, what would the -d: directx handler do? Thanks anyway for ur response. MAybe one day someone will make a linux port of SC4, like with SC3000. -
SC4 deluxe, Wine 1.1.23, and Ubuntu Jaunty x64
Citymaster13 posted a topic in SC4 Bugs & Technical Issues
I installed Sc4 deluxe in my wine installation on Ubuntu Jaunty 64. Installation went by fine, game seemed to load up fine, and loaded up the tutorial cities fine. Managed to fix some graphical issues w/ opegl rendering and then installed all the update/nightlighting patches without a hitch. Then, with hope that it just might work i put in my 1 gigabyte plugins folder. And you thought the windows version was flaky....... At first the game seemed to load, and ran thru the intro logos. For some reason, the copyright text beneath the maxis and SC4 logos was absent. Then the region view came up, for a split second. The game had managed to render the cloud effects and the ui, but the cities werent there and i noticed that there was no text present where the region name/population is listed. how odd, apparently the plugins had disabled the fonts somehow. Then i started trying random configurations of plugins. Results were consistent in a few ways: 1. Game loads, fonts present, region view loads. 2. Game loads, fonts present but in a very small size, region view loads. Game hangs when exiting. 3. Same as two but region view appears only for a second before crashing. 4. Same as 3, but game hangs instead of closing completely. 5. Game loads, fonts absent, crashes at region view. I really haven't tested cities much so i can't say anything about them yet. I have figured out by switching out plugins that the NAM, CAM, and RHW are not causing these problems, which is good to know. I'm using Wine ver 1.1.23, the latest one, and i do not run this game in a virtual desktop. I have the game's start command set up so that it restricts the game to one cpu core. The following ddls are set to native mode: gdiplus mfc71 mscvp71 Here's what i get if i run the game out of the terminal: C:\PROG~FBU\Maxis\SIMC~MIC\Apps\SimCity 4.exe" -dpengl -Introff fixme:system:SystemParametersInfoW Unimplemented action: 94 (SPI_GETMOUSETRAILS) fixme:win:EnumDisplayDevicesW ((null),0,0x32effc,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x32ef48,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x32f57c,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x32f57c,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x32f520,0x00000000), stub! fixme3d:IWineD3DDeviceImpl_CreateSwapChain The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible fixme3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmReleaseContext (0x10032, 0x14fde8): stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub fixme:imm:ImmGetOpenStatus (0x14fde8): semi-stub So, (deep breath) can i fix this? -
Circuit City officially closing all U.S. stores
Citymaster13 replied to skyscraperC3's topic in General Off-Topic
This was something that was bound to happen. Circuit City over-expanded in the '80's and '90's, and once their profits dwindled their foundation collapsed. Makes me wonder who's next to merge/get bought out/chapter 11. The same may happen to Best Buy, or they could even monopolize the market. Thank goodness for Newegg!
