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Everything posted by legoman786
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New Discoveries, Great Potential
legoman786 replied to builderman's topic in SC4 Modding - Open Discussion
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Have you tried running the game in software mode? Also, DatPacking really helps, especially when you have 5k+ plugins like me.
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Try this link. It seems to be working. You may have tried an older link. Gizmo changed sites a while back. Dude!! You rock!!
- 21,160 Replies
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- simcity 4
- custom content
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Hey guys, I'm looking for 2 of Gizmo's files. As we all should know by now, his(her?) site is down at the moment. I'm looking for these 2 files: NameBrand-TrainProps-V3.dat and Misc-TrainCarProps-V9.dat Thank you very much!
- 21,160 Replies
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- simcity 4
- custom content
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I'm trying to understand why the hate against the RAR file. Why even bother using ZIP? It's a closed source format. To use it to it's fullest extent would require purchasing the software. Instead, use 7-zip. It's completely open source and does everything that ZIP does... for free. Anyway, these stations are amazing!
- 23 Comments
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What do I want out of this new game? I want it to run as smooth as Dirt 2 (maxed) compared to watching paint dry.
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I answered Other for What I hate about it, and that is the overall lack of optimization in the engine's code. I understand that the engine needs to be completely rewritten for multicore support, however, they could have done SOMETHING. I hope C2011 has multicore support. I'm pretty sure they got the message.
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This is what I do... I first take a normal road and go with the '8-way' setting all the way to the other side. I take note, place my finger in place of, etc, the green dot on the in-game grid. I, then, place a short piece of straight road there. Then, proceed to connect both ends with a bridge/tunnel. It's the only way I've found, so far, with the missing 8-way bridge/tunnel button.
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Dear customer, regarding the multicore support, at the moment we are not working on a patch for the multicore, as the game doesn't have major performance issues by using only one core. Thanks again for your interest in our product. Kind regards, the Cities XL team Those French need to pick things up over there. I'm not paying to get answers like this.
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Dear customer, the development of Cities XL has started long ago, and the game has been developed to run optimally on one core. Regarding your second question, we are always working on performance improvements, especially focusing on memory usage, and this the reason why the patching system is fundamental. Feel free to come back to us for any other issue, doubt or simple remark you might have or want to point out. Best regards, the Cities XL team Looks like we're gonna have to stick it out until they fix the memory issues. The multicore doesn't bug me as much now, but I want multicore support for when I move to a quadcore.
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I get performance issues, regardless. I fail to see how I can run games like Grid, Borderlands, Counter-Strike Source, much better and much more fluid than CXL. And, here's the kicker, I need to go out to planet mode, then back into my city for another 20-30 minutes without lag.
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Everyone in game told me that buses are indeed going to be available for everyone. I just hope they don't ultimately make everyone pay like with WoW.
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I'm willing to bet that he is running 32-bit Vista, meaning he can run SC2000 (which is 16-bit). I can't run anything that's pre-32-bit as I'm running 64-bit Vista.
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I needed a compact cloverleaf, and this is the smallest I could manage: I'm very sorry about the size... Photobucket is giving me some trouble for the thumbnail links
- 6,749 Replies
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- interchanges
- highways
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Haljackey, PLEASE supply us with a link for that trumpet style stock highway interchange. If it's in the RHW3, then I don't have it yet lol
- 6,749 Replies
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- interchanges
- highways
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(and 2 more)
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Originally posted by: Patricius MaximusA parclo interchange with one side diamond. There is weaving on this one, but it will be reconstructed soon: quote> I've found why it doesn't work... The avenue going under doesn't have the ramps going the same direction. Suppose the one going under is Ave #1 and the one going over is Ave #2. If I were going north on Ave #1 and wanted to go west on #2, I could. BUT WAIT, if I were going east on #2 and wanted to go north on Ave #1, I can't. The orientation of the OWR is wrong.
- 6,749 Replies
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- interchanges
- highways
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(and 2 more)
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Originally posted by: City2TheMax am i the only one unable to see the pics?quote> I'm the second then...
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Yeah, I made an underpass in an overly dense part of my city and I was wondering why no sims where using the on-ramp, and this is what I found. EDIT: Strangely enough, the evening traffic does not do this.
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I am using the NAM, and I was not aware that there was an update on the underpasses. It was doing this for about 2 (game) years, and would not stop, so I just made an avenue overpass instead.
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I got the Office Complex off of the STEX, but all I get is an empty concrete lot with pedestrians just walking about. Does anybody know of the specific prop/texture pack I need for this lot?
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Dude... you are a lifesaver thanks.
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Sure... here it is: https://www.simtropolis.com/stex/index.cfm?id=1336
