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xxdita

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Everything posted by xxdita

  1. Issue with some of Heblem's lots

    No. Though you keep repeating this, it is still completely false. If you want to change a Stage 11 or 12 to be compatible with vanilla gameplay, then you should only be changing the lot's growth stage to 8, though I would also recommend changing the lot's exemplar name as well, so they match. Stats in a building desc are calculated as a function of occupant size of the model and the proper filling degree. Growth stage is a function of building capacity and lot size. You do not need to give buildings the wrong stats all around in order to change the growth stage for vanilla gameplay.
  2. Apparently, what you're experiencing is going to be standard for immortal lots, at least when a new building grows next to it after. Or, it can happen to a building that is plopped after the immortal lot is placed or grown, if the building models are trying to occupy the same space. Demolishing the lot that isn't immortal will also lead to the immortal lot's building vanishing the way we've seen with the models in this thread, leaving behind the base texture, with no query possible. This isn't the way I remember immortal lots behaving, but then with as much as computer graphics have changed over the last decade, I'm not surprised some things got weirder.
  3. Issue with some of Heblem's lots

    I don't try to make excuses for people, but I'm also not judging them unfairly by acknowledging a disconnect when it exists. Every tool has a learning curve. So when I see people that actually 'get' PIMX, I try to reward that. If I see people struggling, I try to correct it. And I am available to help anyone that wants to learn. That's often better than reading a manual. It's rare to find someone totally well rounded in content creation. That's what was so great about teams like BSC or NDEX. We all had our talents . BarbyW did a tremendous amount of lotting and modding for BSC over the years. That left batters with more time to do what they enjoyed, but they knew their releases would be polished and proper. So there is a bit more pressure on solo acts, getting it right from start to finish. Of course, that really doesn't apply to someone that comes along years later and "corrects" lots. They basically have one job, right? Might as well be good at it. I do have the PIMX'd board at SC4D, where I CAMify pretty much anything requested. If someone wants a particular building remodded as a different RCI type, or to go with IRM or Industry Doubler/Quadrupler, I could do that as well, in a matter of seconds. I can also provide a basic lot for anyone interested in doing a relot of any given model. I would ask that you let me double check the modding before releasing such projects.
  4. SC4 for Mac 64-bit

    I believe your feedback on the installer and making sure there are no CTD issues would be quite helpful.
  5. SC4 for Mac 64-bit

    Have you had a chance to try out the Release Candidate for NAM 37?
  6. Issue with some of Heblem's lots

    If we're discussing proper modding, then it seems relevant. What's scary is that PIMX was used to create proper building desc's and lots for both of these (original) uploads, and then they were somehow edited manually to cause the existing problems. Both of these uploads has the growable and plopable lots using the plopable desc. So when the plopable lots are removed, it all comes crashing down. Of course, the landmark desc's have no tilesets, so I doubt these buildings ever grew naturally. As one of the few remaining players authorized to certify PIMX users, it's habit for me to look at filling degrees, in order to judge competence with the program. Certified users can have additional features made available to them. But there's not much point in that if they can't follow simple directions on how to use the features they already have. And it's that much worse when you see people go out of their way to sabotage their own work, as is the case with these two uploads. The stats of a building created by PIMX are determined by a function of the Occupant Size and the Filling Degree. Occupant size is determined by the actual dimensions of the LOD, an invisible box surrounding the actual model. Filling degree is basically the percentage (by decimal) of volume the model actually takes up of that invisible box. As PIMX does show the LOD quite clearly, it should not be difficult to make a reasonable estimate of the filling degree to provide accurate stats for your work. Both of the models here occupy far more than 50% of the LOD, so should have more than the default 0.5 filling degree. While I wouldn't necessarily expect total precision, at least some effort should be made.
  7. Issue with some of Heblem's lots

    I do wish people would learn how to properly use filling degrees.
  8. Missing textures and objects after saving

    I'm not trying to pick apart the fix. But as it is not my file, I have not done any testing of it. More importantly, I have seen no evidence that anyone has actually tested it. I can't say that such testing hasn't been done. It may not have been published, or I may have overlooked it. I do see that bap tested a similar fix back in 2009, and the updated files do match up with his suggested fixes. So we can be confident that new players, and in fact all new cities using the updated PEG files will be free and clear of Prop Pox going forward. This is a tremendous victory for everyone. But as bap said in his testing: Even if the cause of Prop Pox is no longer in your game folder, if your city has been saved while the pox “virus” was there, you are infected and will get Prop Pox. So anyone who has a city that has any of the PEG override props already written into the game save file will continue to be at risk for Prop Pox, regardless of whether they update the affected files or not. The damage is already done, and there seems to be nothing outside of SC4Fix that can correct that.
  9. I've made a new lot, changing the building to a prop, but keeping the original values and lotting intact as much as possible. When using an invisible building, you have to adjust the stats manually.
  10. That's just weird. the LOD seems overly large. Yeah, definitely an immortal lot. The way to fix this would be to either enlarge the lot, or swap the building to a prop and use an invisible building instead. Visually, I'd suggest going the prop route, as the actual model may look awkward on a larger lot.
  11. Confirming a poxed prop would require looking at your city's save game. From what we know, it's a very specific thing that causes prop pox, and I haven't come across any reports of such a thing in any of kellydale's uploads. You can install SC4Fix to correct the Prop Pox issue, and to prevent it in future cities. I really have no explanation for the way these buildings are crumbling. I've never seen this before, and I have seen a lot of shoddy modding in my time. It may be the same cause for both buildings falling apart, but I don't believe it's anything on your end. So it shouldn't be a regular concern. You're just (un)lucky enough to discover the same problem with different buildings. Do you have a link to this building?
  12. Too many possibilities to consider, especially without any pics. What's the Census Repository say? What's your current highest residential growth stage? Is there reasonable access to industrial jobs? Are you close to reaching a cap? Have you used any demand mods? Are you using vanilla or CAM? If CAM, which version? Regional capacity controls stage growth. So you do have to add more Residential zones before you start seeing higher stage levels.
  13. Missing textures and objects after saving

    I never had any intentions of using any of PEG's files. PEG was made fully aware of the problem his files caused, and refused to do a damn thing about it. Instead, he blamed anyone else that he could think of, including NAM. So you're damned right that I am going to be cautious about any supposed fixes to these files. It still boggles my mind that TPTB were handed a fix and sat on it for three years before uploading it. But what we're seeing in this thread is light compared to how it was when PEG was actually around, so I don't blame the staff for not wanting to get involved in this crapfest.
  14. Missing textures and objects after saving

    If the files have been properly fixed, then PIMX would not be confusing the props as one and the same. If PIMX is doing this, I believe the game will as well. I can't say what that would actually do, good or bad in the game itself. I have never come across this before. However, the way I would correct these files would be to completely remove the timed props and create new instances for each one. This is as Tibi suggested earlier in the thread, and would require a bit of relotting to get the timed prop used on PEG's lots instead of the Maxis prop. This is the only way to be totally certain that Prop Pox cannot happen moving forward, although it is still a real possibility for anyone that may already have the original PEG timed props in their cities that chooses to update the files. Outside of SC4Fix, there is little that can be done about that. I have presented the information to you as I know it. I really don't know what more I can do on this matter. If you choose to ignore the issues I've raised, then that's on you.
  15. Missing textures and objects after saving

    I think you're missing the point. Yes, the PEG lots are opened by both props, when the PEGPROD folder is selected at startup. But why would a newly created prop have any connection to a Maxis lot? If I had to guess, I'd say someone tried to take a shortcut to fix the files, instead of actually creating a new and unique prop, so the connections have not been fully broken. What I see in PIMX does not give me any confidence that the file has been properly fixed.
  16. Missing textures and objects after saving

    What confuses me is that PIMX gives me the ability to open all lots that use a given prop/family. So when I do that with the Maxis beach umbrella, with only SimCity selected to load at startup, then about 19 lots open up. And these same lots open up when I start PIMX with only SimCity and the PEGPROD folder selected at startup, selecting the Timed Beach Umbrella instead of the Maxis prop. Which would indicate that PIMX still sees these props as one and the same. So even with the new IID, PIMX is showing that this newly created prop is in use on original Maxis lots. I see nothing that suggests that the Maxis lots have been redone, to replace the Maxis prop with the newly updated PEG umbrella. Do you have a rational explanation for this? Can you provide any threads showing testing of such a thing?
  17. Missing textures and objects after saving

    To clarify, if the IIDs have been changed, then for all intents and purposes, these are now new props completely? Not overrides?
  18. Show us What you're Working On

    Thank you for this building, @mattb325. As a lifelong Orlando resident, I only hope the final museum looks as good when it's completed!
  19. Farm field anchors

    There is no such thing as a Farm Anchor. Growable Farm lots should be designated as Out buildings and must include at least one field variety, or you'll run into other problems.
  20. Missing textures and objects after saving

    I have not thoroughly tested the corrected files, nor do I have any intentions of doing such testing. But I did research the matter after comparing the old and new files posted above by @CorinaMarie, and I am satisfied that the updated files will not lead to Prop Pox for new players. That is a significant step and I am glad to see that decision finally being made. In fact, part of that research included one of your own posts If changing the RTK is indeed the cause of Prop Pox, then changing the RTK back to its normal state may also cause Prop Pox, for any props already existing in a city tile. If testing exists to disprove this, I have not seen it. So I will continue to be cautious on this matter, and continue to recommend that all players use SC4Fix regardless of which version of the files they may use. I will also be optimistic that the STEX Admins will continue their current policies of correcting problematic files as necessary. As for being productive in this thread, I managed to help the OP fix their issue with my first reply.
  21. Missing textures and objects after saving

    If one were to go by the Last Updated date of the files, or the actual file dates of the updated files, it would seem as if nothing had been changed since 2017. So further investigation was required, and done, in a matter of hours. That's certainly a faster turnaround than any other development we've seen on this issue.
  22. Missing textures and objects after saving

    Let's be clear. This thread never had to happen. Prop pox was first detected in 2007, and by 2009 there was irrefutable evidence of the exact props that would cause it, along with the specific directions on how to fix the files to avoid Prop Pox. So it has been over 10 years that these files have been known to be problematic, with no corrective actions taken until this thread. So I don't really understand your issue with me being reluctant to give the all clear for a few hours.
  23. Missing textures and objects after saving

    Maybe you should take the time to finish reading the thread, before commenting?
  24. Traffic noise is a direct influence to desirability for Commercials, so you can get some abandonment if you overzone. That's why it's important to try and make sure your workforce and available jobs are fairly in tune with one another.
  25. Radiation Problem

    I haven't had occasion to test it, but there may be a dll that offers a way to clear up radiation in a city tile.
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