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About rivit

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    Graphics, Mathematics, Programming, Games, Astrology, pretty much anything in science and history
  • City-building game(s)
    SimCity 4
    SimCity 3000
    SimCity 2000
    SimCity Classic

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  1. Yes, but when testing always use the originals as your reference - ie compare end of chain with start of chain. Otherwise you'll never figure out if an error crept in and where it did. So just stick all of the JRJ trees .dats in one place as you need all of them to get his sets to work in the ways he intended. Nope: the exemplars that are in Vol2 point to the textures in Vol04 - JRJ used them two ways. So the textures are the ones you've been fiddling with in Vol04. Once done, both MMP and Street/Lot varieties should be the same.
  2. Should have worked, but use with the Original Textures which are in JRJ Vol4 Trees which I presume somewhere in your plugins (not in the Plugins Root Folder). If you put the recoloured .dat in the LasttoLoad folder that should do it. The example .dat above will work the same way. As for IDs thats entirely down to whatever the Exemplars point to. The exemplars are in JRJ Vol02 Trees pointing to Vol04 Salix 01 points to G=0x522ADD49, Salix 02 to G=0xB22B0872 the one showing in your GoFSH shot. Somewhere in the haze that was that learning experience I'd say a switcheroo happened. Tomorrow is a new day.
  3. Ok so at this stage you should have 40 images ranging from ….0000 to ...0420 ending in -C0.bmp for the colour, and -A0.bmp for the alphas. in the folder you chose. Go into photoshop and open one of the largest images say the one ending in 0420-C0.bmp. If you are just going to fiddle the colors then the only Adjustment controls you can use on all of the images safely are global operations, Image/Adjustments/ Hue/Saturation is your best friend to start with. Suggest you start with adjusting Saturation, then Lightness, then Hue. When you think you like the result then record the values on the sliders. Apply to the image and save. e.g Then for each color image in the set, apply exactly the same HSV settings change. This is pretty tedious, but doing it once will convince you of the desirability of recording an Action (see Photoshop Tutorials for that - next time, not now), and using Batch processing if you're going to do this more than once. Once you've touched up the colors (notice we did not touch the alphas at all), go back into GoFSH and repack the images and make a new dat. Follow steps like those on page 32,33 of the manual. (example for paving, but do not select make sets of 5, you already have them) Test in SC4 - chances are you will have to repeat and rinse once you see it in game, but thats the loop. Attached a little .dat to show what it looks like in-game - make sure it loads after the originals. JRJ B22B0872 DeSat60.dat
  4. SC4DataNode Support

    thanks for the questions @jeffryfisher 1) In preferences you can make Datanode start scanning by default - if the path for the Ram drive is predictable then you should be able to put that in one of the preferred folder names. 2) Some files do have more than one DIR. As far as I can tell the point of a DIR file is to predict how much memory to allocate when decompressing the entries (that is all TGIs that are marked as compressed in Reader should be mentioned in a DIR). However I conclude SC4 doesn't actually take any notice as files without, or having more than one DIR, still work. Ideally the DIRs should be deleted and reconstructed in Reader (Rebuild,Reindex) So in general nothing to worry about - we have found files with >50 DIRS - this caused by concatenating several smaller files without rebuilding DIR. 3) The format to be expected is in a list of properties (see Resources in the program Folder, also underneath Reader). As SC4 has been defensively built any values that are convertible between formats are just used by SC4. Sometimes this may go wrong but we have no idea what SC4 then does - it doesn't generally lead to crashes, but can give odd logic e.g. if a pollution radius was negative what does that mean?. For these - its a mental ignore - theres no ignore in the program as yet - if you're really fussy then the way to fix them is with Reader - add the property again into the exemplar with the same value, (it will default the correct format) then delete the line with wrong format (the exemplars are loadable into Reader in one hit using Batch Load and the _Readerloadlist.txt) 4) There are a large number of NAM Highway Exemplars that point to models (S3D = a 3D model) that are now considered superceded content. One day these will probably be cleared up, but can be ignored (I just cant find a way to do this elegantly in DataNode). All others are probably real. If you run the CSV report (into Excel or the like) of these missing dep exemplars you can filter them out and be left with those to action. In fact any real divide and conquer searching for stuff works quite well on the CSV reports in conjunction with the Program or Reader.
  5. SC4DataNode Support

    OK, (a) lets leave it where it is, (b) think about the clumping topics thing for a while, and (c) see how the third experiment works out. Then hide these extra bits
  6. SC4DataNode Support

    thanks Cori - I obviously was getting a bit fatigued - have now edited the link into the post. As for where the post should be (which forum etc) - I didn't really know so took a guess. I would suggest that if there is a way to clump together - managing plugins, dependency discussions, loading order discussions and DataNode that would probably bring most utility for players. Now there is so much content available, it seems even newly starting SC4 players are getting straight in at the deep end - a bit like foreign tourists in the surf at Bondi - and a few of them drown. ~~ BTW your discovery of that Developer thingy is quite inetersting - doing some experiments with it. The reason Reader 0.93 cant see it is because it has a bug reading properties that have UInt16 format - so the rest of the exemplar becomes unreadable to it.
  7. I've taken the liberty of starting this topic because I have just posted a major upgrade to DataNode, and to date there has not been a single place where support questions could be posted. DataNode is the sort of tool that is actually very easy to use, but overwhelming for many because of the massive amount of data it presents. The Manual included with it is there for a reason - to make this use of this data easier to understand and put to your own ends. Its really an audit tool aimed at a couple of tasks as a player: Checking that the load order of mods in plugins leads to the result you want - a fast loading, clean SC4 plugins folder. Checking that you have the dependencies needed for a mod As a modder it can help in verifying that your mod is correct and clean, and works as you expect if it overrides game content. Latest Version of SC4DataNode DataNode has been around for a while (since 2012) , and from time to time gets a mention when people encounter bugs or discuss how they manage their plugins. Today I've released a new version v1.06 that is well worth getting especially if you have a large plugin folder. After some forum discussion about what SC4Datanode shows of the files in the Plugins folder, I’ve decided to make all the files touched in the loading process visible. This slows the program a little bit but means it is now possible to see all files that SC4 ignores when loading those it recognises. These do no harm (generally) but slow the loading process as SC4 must look at every file to see if it is relevant. Here are the main changes: in the SC4 file view files that are coloured with a beige background and orange text, with zzz in the Dead column, are sleepers or zombies – they are examined by SC4 but only contribute to the time taken to start up the game. These are mostly documentation files – text and images - but may include all sorts of files included by authors of game material. You don’t have to remove these but if you do the game will start faster. By default, these go onto the scanning Log unless suppressed. In the Preferences panel one can suppress the logging (and display) of non-SC4 Files. This is useful if you have a lot of documentation files but want to leave them there and just concentrate on dependencies. If a file ends in .dat, .sav, .SC4, .SC4Desc, .SC4Lot, or .SC4Model, and the File is empty it will be flagged with an Apricot background, and Orange text. It will be put on the log as it may be damaged if it should be a SC4 file. But, for example, the uninst000.dat in SC4PLUGINS is a file that isn’t a real SC4 .dat. Occasionally installers leave .dll or .exe files in the Plugins – the ones in SimCity:Plugins and NAM are valid – others may just be installers for mods and can (should) be removed after installation. They are marked as IsOK in the Dead Column of the SC4 File display – just in case. SC4Datanode will now also show all files that could be loaded by SC4, LE or PIM-x even if they have no extensions or other wild names. These are treated as if they were SC4.Model files, that is, are loaded in phase 1 of the loading sequence. These should probably be renamed to have a .dat extension for easy identification in future but you’ll need to judge by its contents. When a path name becomes so long (more than 260 characters) that Windows refuses to handle it, SC4Datanode now shows you where it is and will stop running. At this point you will need to fix the problem by rearranging the folders so that the structure is not so deep. The CSV reports by view now produce one file per view – named according to the view – some reports have extra properties common to all items. The Q column has the value “=” when it is the only or final exemplar after overrides are accounted for. FileView and TGI views all produce a report. The program has had its Error Handling strengthened and should also run faster on x64 machines. Memory management has been a focus of testing. It is configured to adapt to x32 and x64 systems thus helping memory constraints if the plugins folder is very, very large. The Manual has been updated to reflect these changes. I recommend you (re)read the pages 10-15 to understand the new features. Memory and Performance During testing of this new version it became apparent that the old version would start to show memory problems on a large plugin set. This was due to the program being compiled for x32 machines. This program wades through a lot of data and uses up to 40% of the size of your plugins total during the scan. It has now been compiled to use x64 when on 64bit machines, and x86 on 32bit machines. Because pointers are double the size on x64 it will use about 50% more memory on x64 but have no ceiling other than physical memory (assuming no disk paging). On x32 the addressable memory is usually closer to 2GB. I have no idea if the Extended Flag works on .NET code - if so the limit may be 3.6GB. So: on x32 – 2GB addressable implies a maximum plugin size of about 4GB before memory may start causing issues. on x64 – 4GB memory implies about 7GB max plugin size, 8GB memory about 14GB, and 16GB should not give problems until 28GB of plugins. The memory used is shown on the status bar. A lot of work has been done to minimize use of memory. However, if you do exceed physical memory it may start disk-memory paging and become very slow or even CTD in the worst case (out of program control). Performance is very dependent on disk speed – the best times have come from SSD, and 10,000 rpm iron disks. The program is I/O bound and will use only one processor for itself by design. The OS (under the carpet) then can use as many cores as it wants for I/O. .NET is quite efficient in I/O, so the program is quite snappy – obviously the age of machine, OS, disk type and size of plugins affect performance. It is worth noting that if you run SC4Datanode directly after a reboot its run time may be quite a bit slower than subsequent rescans or scans. This is because Windows is filling its disk caches for the first time as it goes. These get used next time round leading to much faster loading times. This also holds for SC4. The more headroom in memory the more impressive this caching is. Also keep in mind that Windows can easily use 4GB (x64) on its own these days. These restrictions hold even more for SC4 – if you feed it a plugin collection in excess of 4GB its going to be slower and slower starting up and may actually run into problems. Its always more pleasant and responsive to run SC4 with a subset of your plugin archives. SC4Datanode will allow you to manage a much larger plugin set than SC4 can comfortably run. Finally this version would not be solid as it is without the efforts of @twalsh102 who now holds the record for SC4DataNode with a Plugins folder size of 14.1 GB with 29,961 files which was eventually scanned and analysed in 2 minutes 53 seconds settling on 2.36 GB of memory. This was achieved on a 2018 Win10 machine with 16GB of memory. This is nearly twice as large and fast as the 2012 testing figures held by Doc Rorlach which were achieved on a Win7 machine of that time namely 7.34GB of plugins in 2m38s. Please use this place to can ask/comment/suggest about DataNode. Like any program it can be improved.
  8. Show us Your Oddities!

    yes I agree, but first I have to find the culprit... ~~ Later - found it! - the Japanese Car Mod overrides Some Simcity1 models (this one 0x1063) was a pickup in SC4 - so you can get new textures on a old model depending on the loading sequence.
  9. Show us Your Oddities!

    I didn't realise Ikea could deliver a car to the kerb
  10. NAM RRW

    The rail on the bridge is the RUM override of the original Maxis grey rails - RRW rails on a rusty concrete deck - not brilliant I'll admit but serviceable. This is a baked in texture replacement so no simple replace one texture job. If you'd rather the original rails there's a file you can remove in RUM/Bridges/ named K1_B05_RRW Overtruss Green.dat.
  11. Nothing - in both cases its still fine for SC4 - internally they have the same format - but if .dat it will load later. It was Datanode that had the problem with them as the naming led it to include them twice.
  12. FYI - v0.99 of DataNode is now available - fixes this bug by reading files named like this only once as a .dat and putting a warning entry on the log.
  13. Genius deduction! - that's entirely plausible and explains the behaviour - I scanned it using ScanFile against my plugins - not in my plugins. I've now followed it with a debugger and it does indeed select the file twice as you have described. (so both file 102,103 are susceptible in this case) I will put in a program check to block this, but in the meantime this thread can be a good warning should this behaviour occur - do not add a .dat extension to files with SC4* extensions so do not make item.sc4Model into item.SC4Model.dat - it is one already and needs to load as a model. many thanks @jeffryfisher (bug bounty) and @twalsh102 who knows my program better than I do.
  14. Thanks for the pics - makes the symptoms a lot clearer but I have to say not directly more understandable. You may have found a strange bug in DataNode. I've never seen it self reference. My interpretation of this is that you have two files with almost the same name ie 102 (Bussign) and 103 (BusStop) in the top display and both are overridden entirely. 102 could be a subset of 103, 103 may well have duplicates in it, or both are being overridden completely by something else. So scanning both at once doesn't distinguish the cases sufficiently. If you scan with one or the other what is the outcome? I would expect 102 on its own to come out smelling clean, and 103 to possibly have something odd about it. You may have something else lurking with the same content. If it turns out that none of the above hold then I'd need to have both files to debug the program in a debugger - since it defies logic at present.
  15. I just checked it in DataNode against my plugins and it doesn't override itself - can you show us a picture of what Datanode displays?