Jump to content

Rady

Member
  • Content Count

    305
  • Joined

  • Last Visited

Everything posted by Rady

  1. Ah, yes, tried that also .. funny thing is, sometimes when I hit the PrntScr key during the city loads, the system captures a image of the city after it has been loaded (an ingame screenshot) ... I suppose this has to do with the workload of my PC when loading the city. Must be maxed out, so the "Capture Screenshot" command is executed right after the city has been loaded.
  2. Well, what I have learned after some years of SC4 gameplay is that you cannot avoid massive restructuring of your city once you need to upgrade your traffic network. I initially tried to tinker in my new highways, avenues, etc. into the space available, but the result isn't what your traffic will need. So basically you should have a thorough look at the traffic flow (using the route analyzing tool) and then put you new network into place. And this inevitabely will result in destroying a lot of buildings along the way, rezoning certain areas, and so on. However the result will be a network that solves the traffic problem. And as a side note - i would refrain from using the maxis highway, since it's utterly unrealistic in terms of proportions (and pretty ugly compared to that custom stuff, too). Meanwhile I'm only using the NAM components like the RHW, GLR and the new NWM.
  3. To what extent are your sims using the rail connections (number of passangers / percentage of usage)? To me it looks like trains will only be shown if the number of passangers exceeds a certain amount. AT least that's what I guess from my observations in game.
  4. Railway Upgrade Mod

    The only thing I'm missing at the moment is a rating way above "outstanding". This is simply ... one of the greatest "cosmetic" mods ever!!!!!
  5. SC4 Tools: New Toys..

    Originally posted by: DocRorlach Originally posted by: GoNzOTW Sounds great, unfortunately I get nothing but errors with both programs. "The Path is not of legal form." quote> What I will do in the next few weeks is to create a prototype of this method. I'll send you a download link when it is ready for testing, Rady, and then you can judge yourself - prior to public release - if that matches your methodology. quote> Wow, that's great! Lookin' forward!
  6. SC4 Tools: New Toys..

    Doc, maybe I just didn't explain proper my way of installing stuff: Of course the downloads are finally transferred to the SC4stuff\download folder, without any file structure underneath, since this is only the "grave" of already installed stuff. But I do structure my plugins folder, like residential, commercial, landmarks, ploppable residential, and so forth. Now when having imported a download into the DIC, and ready to install it, you iften don't havre a clue about the content of that specific download. Like, e.g., "Pearson Tower": Now what's that: a landmark? a commercial highrise? a residential building? Very often the content of the file doesn't provide any information on that, especially for an exe file. --> in that case I need to go back to SC4dev or simtropolis, search that download, and read through it's description to find out the details. So that's the reason why I group my downloads into folders right after downloading, and prior to importing it into the DIC. So, for me, it would be suficcient if I could define a specific download folder where DIC would point me to when selecting "add file" or "add folder".
  7. SC4 Tools: New Toys..

    Well, yes: Personally I tend to group my downloads (like, res, ploppable res, com, ploppable com, landmarks, ..) and install one group after the other. This is because when adding the whole stuff to the DIC ("add folder") and going to "manage & install downloads", sometimes only from the filename (especially for exe-files) you don't know whether a specific download is a commercial, residential, landmark, ploppabe, ... So I group them into folders, and then import one folder after the other. Now when selecting "Add Folder", you are always directed to the SC4Stuff folder. However, I do have my downloads in a different location (outside of the SC4Stuff folder). So everytime I'm importing a folder I have to change to my personal download folder. To make things easier, it would be great if you could specify a certain "download" folder where fresh downloads are stored prior to installing (because I think that even if you tend to have those new downloads in the SC4stuff folder, they would be in a subdirectory of that folder, not the . Possibly you could add this location to the "settings" part of the DIC. Second (and of minor importance), after leaving the "manage & install" section to get back to the DIC's starting screen for importing a new folder, the DIC always scans the Plugins directory as a whole. Given the way I tend to work, this makes up for some time. Possibly the rescanning could be restricted to the folders changed, or could be done once before packing? Third, let me ask a question: How does the "updated download" function works in detail? I observed that sometimes a download already installed shows up in the "Updates" section of the DIC's "manage & install" screen. Now how does the DIC know that there's an update on the web? Or does "update" only mean that this download has already been installed, and now is in the queue to be installed again. In that case (most likely this happens because I don't remember having this download already, so I add it) - how do I get rid of the download in the update queue (but NOT the original download!). To be more specific: I want 1. the original download file to be kept in the SC4stuff\downloads folder 2. the original download to be kept in the plugins folder 3. the entry in the "update" queue to be deleted. If I simply hit the "delete download" button, 1. and 3. will occur. SO, quite some stuff this time! P.S.: Qoutes are working again. Just discovered a "Hitchhikers Guide to the Galaxy" - Quote ....
  8. SC4 Tools: New Toys..

    Doc, thanks for your quick reply, and take the time you need to add those two things. Most likely there are more important things for you to do than to care about those nuisances Cheers
  9. SC4 Tools: New Toys..

    Doc, thanks for the updated version, will tra it later. Two more things tht i managed to observe: > when selecting a folder for installing a manual download, after unzipping and installing it, the directory changes to again. Before the folder remained selected, which IMHO made it easier if you have to install more into that directory > the download list is no longer sorted alphabetically Possibly this has been done by purpose, so just wanted to mention it.
  10. SC4 Tools: New Toys..

    I do have the checkbox marked, but it doesn't work. However, no need to apologize, Doc!
  11. SC4 Tools: New Toys..

    Hi DOc, I just upgraded to the latest 2.0.3.7 version and was adding some donwloads when I encountered a strange bug / Problem / penomenom: When using the "add folder" function, the DIC correctly recognizes the files within and add's them to the databse. However, when entering the "manage & install downloads" screen, ALL of the downloads > are moved to the download directory > are marked as missing. Only after calling "Move missing DL's", they get recognized properly and can be installed. Sorry if that has been stated already, but I've been away for over half a year now and might have missed the latest stuff ..
  12. Bat4Max 2K edition V 4.5

    Phew ..... thanks!
  13. Bat4Max 2K edition V 4.5

    Well, but why then is there - a "gmax" folder in the Bat4Max download - a gmax section in the beginning of this thread ...?
  14. Bat4Max 2K edition V 4.5

    Sorry, but I have to admit that I'm utterly confused. I downloaded gmax, and am already working with it. Did so some year ago, and also exported a BAT for use in SC4, but without having Bat4Max installed. Now, after reading several posts in several threads, I can't help but ask: What for do I need Bat4Max? Is this an SC4-specific addon for rendering in gmax? And how do I use it? Just copy those files as mentioned at the begionning of this thread, and then start up gmax as usual? Second, will I now need the 4.5Fix that is availabel, given that I downloaded Bat4Max right now? Or has the "inital" file already been updated? Sorry for a *****'s question, but sometimes those things are confusing ...
  15. NAM FAR Road Updates

    Originally posted by: CaptCity For the sidewall textures, search the STEX for "sithlrd98" Several texture options will come up...quote> My problem with this mod is that it also showed up in rural areas .. which more or less exactly fails to please the eye ... however this mod is great if you're doing a urban area. There is another mod that has ploppable pieces for the curved roads ... I will have to look at my PC how it's named ...
  16. NAM FAR Road Updates

    Originally posted by: CaptCity For the sidewall textures, search the STEX for "sithlrd98" Several texture options will come up...quote> My problem with this mod is that it also showed up in rural areas .. which more or less exactly fails to please the eye ... however this mod is great if you're doing a urban area. There is another mod that has ploppable pieces for the curved roads ... I will have to look at my PC how it's named ...
  17. No, you can build pure RES / COM / IND city tiles also. All you need to provide then of course are proper means of transportation, otherwise they won't find their way to their daily treadmill .. ;-)
  18. No, you can build pure RES / COM / IND city tiles also. All you need to provide then of course are proper means of transportation, otherwise they won't find their way to their daily treadmill .. ;-)
  19. Unexplained "No Road" Zots

    GeneralEtirus, I thinks that can also be caused by long commute times. Richer sims won't accept long commute times like poorer sims will, I suppose. So just check the reason why the building has been abandoned. In the first line it possibly says somsting like "abandoned due to commute times" (I'm running the german version, so I don't have the exact translation at hand). So if you don't have enough R$$$-jos in the vicinity of your rich sims, they will move and exchange fo poorer ones ..
  20. Unexplained "No Road" Zots

    Like chocolate_city said ... that's my observation also: those "no road access" signs will vanish after some time without any "damage" to that respective building. I often observe this when re-constructing roads - then some buildings in the vicinity of that construction area will show that sign. It looks like the simulator just needs his time to re-calculate the route for those poor sims living over there ...
  21. RHW bridges

    Originally posted by: Blue Lightning You sure about those 2 tile bridges? These bridges need finalizing for release still though. And they are 100% draggable. Made by choco. quote> This is simply unbelievable!!! Great work!
  22. Block 78 prefab

    please keep on spaming ... ;-)
  23. SC4 Tools: New Toys..

    Up and running! Thank you! Edit: after some days, strange things occured: 1: the quotes in the main window look like this: 2. When adding a whole folder, the DIC normally adds the files to the database, but moving the files to the download folder (SC4stuff\Downloads) needs to be done manually. Now, when adding a folder, the downloaded files vanish from their download location (which is a folder on my desktop), but don't appear in the SC4stuff\downloads folder. Additionally, when switching to the "Manage & install downloads" part, the DIC shows those entries as "download is missing" (coulored red) and I cannot install them.? So it looks like those files got lost on the way somewhere ..?
  24. SC4 Tools: New Toys..

    Doc, me again, sorry to bother, but it seems I cannot finde the "pack/unpack" function??? I think it has been under the "Tools" menu entry, but there are only the backup functions now ...?
  25. SC4 Tools: New Toys..

    Doc, 1st: no need to be sorry!! 2nd: I will watch this thread for the bugfix, thank you!
×