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Everything posted by Moonraker0
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STEX Issues - Community Report Thread
Moonraker0 replied to Cyclone Boom's topic in Simtropolis Related
@Cyclone Boom Thanks for the reply; I had thought of trying it on my cell phone but didn't get around to downloading the file through that until now...it worked using the first link (Directly from the STEX) on my phone right away. However, this was on the same network, my home Wi-Fi (although my computer uses Ethernet and my phone uses the Wi-Fi network on my router). On my computer, the first and second links produce the aforementioned error message, but the third (On the local server) one works fine. Also, I just tested the other two links on my smartphone...looks like all three of them work on the phone. Hope this helps diagnose the issue. -
STEX Issues - Community Report Thread
Moonraker0 replied to Cyclone Boom's topic in Simtropolis Related
Am I the only one who can't download from the STEX still? I saw an announcement a while back about "intermittent" downloading issues, but it seems gone now, and my issues were never intermittent—I tried a few different times a few hours apart and then a few days apart, and this was last week, now I'm still getting the error. When trying to download the Abandonment/Dilapidation Modd 1.2 from the STEX, I get the error: This site can’t provide a secure connection nyc3.digitaloceanspaces.com sent an invalid response. Try running Windows Network Diagnostics. Running Opera 50.0.2762.67 (PGO) on Windows 10 (64-bit). Just tried logging out from ST, clearing cache, cookies, and any other site data, then restarting browser and logging in again. Not to mention, I tested this on Microsoft Edge and got a similar security certificate error that wouldn't allow me to ignore it and download the file. Besides this, every forum user's avatar is a broken image and many other images are missing from the site—namely all of the ones in the "please donate to ST" pop-up on the main page, main page slideshow items, and "Awards" icons in forum posts. -
I've used the CAN-AM before and have no opposition to using it, but in this case, my city is surrounded by an ocean of "real" in-game water. I once saw a lock lot for the Simgoober canals available somewhere, but I consider it a less-than-ideal solution to the problem of connecting with the in-game water. Actually, I just found it. I guess I might give the locks another try, because trying to build canals with in-game water and level bridges across them can definitely be hard to do.
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- simcity 4
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Ah, that's unfortunate. I would be fine with a regular bridge that's eyecandy (the bridge doesn't need to open and close) but lets traffic drive across it. But like you said, it looks like even that doesn't exist. I guess it's not so important now as I've already abandoned the new canal project in my city, in part due to the inability to drag any bridge in the first place. I have a "real" in-game canal and wanted to have level bridges crossing it, but can't seem to do this because there are roadways immediately adjacent to the coastline on either side of the canal and the game won't let me drag the bridges short enough to connect to those. :/ Thanks anyway for the answer, though.
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- simcity 4
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Hi. Does anyone know if there are any drawbridges in existence (regular bridges to drag across in-game waterways)? All I've been able to find are a few avenue ones for Pegasus canal sets. I'm hoping to find ones for avenue (preferably TLA-5 or RD-4), road, and street (preferably the SAM Brisk Red Brick textures).
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- simcity 4
- custom content
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Version 1.0
1,323 Downloads
This set of lots lets you plop sections of parallel and diagonal parking spaces (in the median of the roadway) on your Network Widening Mod AVE-6 and RD-4 road networks. It is based on Motokloss's street parking set of lots. Currently, only the two aforementioned road types and non-seasonal tree-lined lots are supported/included. If I find the time, the addition of at least seasonal tree and no-tree versions to match Motokloss's originals is on my to-do list for this mod. Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. Network Addon Mod, version 32.0 or later (with Network Widening Mod option installed) MS Parking Lots (Road Set) + Car Props- 2 Reviews
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- nwm
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bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
Moonraker0 replied to Cyclone Boom's topic in Simtropolis Related
Yeah, I just tried it again using Microsoft Edge to test, and got the same result. I don't have any other browsers installed on my computer.- 1,103 Replies
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- simtropolis
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bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
Moonraker0 replied to Cyclone Boom's topic in Simtropolis Related
I've just found out that (in regards to the previous bug I recently posted about), if I click on a link to another site in the description of a STEX file, I get the same erroneous AdFly blocking message and can't proceed, even when I'm logged in to Simtropolis. This is on Opera 36.0.2130.32, still with no ad-blocking extension ever installed.- 1,103 Replies
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Hi, Thanks for the reply, but I was actually referring to the parks below the highway walls in the image. However, I've found out the name of the parks. They're called "Serenity Parks". I just needed to look at the name in the in-game Parks menu—for some reason I hadn't thought to do that until now! That doesn't always work because some lots aren't named properly in the game, but now I can look these up and find out what dependency I've accidentally deleted. Thanks anyway though!
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- simcity 4
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Hi, I've tried unsuccessfully to find the name of the parks in this image. I've used them for a long time, but recently I was messing around with my plugins in an attempt to eradicate the Prop Pox from my game, and apparently I somehow screwed these up by inadvertently deleting the texture dependency for the parks. I'm not sure what to look up in order to figure out what dependency they require; all searches have been unsuccessful thus far. These are 1x2 trail parks, designed to form a continuous winding trailway, and using the CP seasonal trees. Thanks in advance for any help.
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- simcity 4
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bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
Moonraker0 replied to Cyclone Boom's topic in Simtropolis Related
I'm not too sure, perhaps the main difference is the interface. I haven't really used Edge all that much and only use Opera as my main browser.- 1,103 Replies
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bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
Moonraker0 replied to Cyclone Boom's topic in Simtropolis Related
Yes, I can have it keep me logged in with cookies, but I'm just reporting this because it seems like the intended behavior of guests being able to download if they view the AdFly page first is not working. Cyclone Boom, I'm not sure what setting in my browser would be interfering, since I use the default/standard settings for scripts and cookies, and nothing to block any functionality in those areas. Also, it is still odd that the same result happens in Microsoft Edge when not logged in (I don't use any extensions in Edge).- 1,103 Replies
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- simtropolis
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bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
Moonraker0 replied to Cyclone Boom's topic in Simtropolis Related
I've tried downloading a couple files from the STEX in the past couple days, with no success. I hadn't tried to download any new files from the STEX for at least a few months. When I click the download button on a STEX file, it always sends me to a page saying I have an ad-blocking browser extension enabled (I don't) and that I need to disable it so that the STEX AdFly links will work. There is a link near the bottom of that page to a Knowledge Base article, but it's broken—seems that at least the "simtropolis.com" part is missing from the link. Oh wait, I just figured it out: turns out I wasn't signed in and now that I am, it works now. However, if it is the intention of the ST management that guests be able to download from the STEX, this should be looked into. My browser is Opera 35.0.2066.92. My operating system is Windows 10.0.10586. The only extensions I have installed are: LastPass 4.1.2 Magic Actions for YouTube 6.8.9.5 I believe the second extension has functionality for blocking advertisements over YouTube videos, but I don't use it. That's the closest thing I have to an ad-blocking extension. Also, I tried downloading a file as a guest using Microsoft Edge to see if that made a difference, but I got the same result.- 1,103 Replies
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From the album NAM Showcase - Monthly Challenge #5
A nighttime photograph of New Concorde's Canalside district, showing the eastern reaches of the Central Concorde Expressway (top to bottom in image) within megalopolitan New Concorde, Trifort before it crosses part of the Vivec Ocean to reach the man-made Trifort Ocean City and the distant continent of Atmora. This district's most prominent skyscrapers can be seen along Hurricos Avenue on the narrow strip of land between the canal and the Glass River (right). Also of note are the main railway station in the Canalside district (top left) and parts of the monorail loop in Canalside (far right), which is one of two monorail systems in the Lower Trifort region. -
From the album NAM Showcase - Monthly Challenge #5
A picture of the interchange between highways T6N (top-bottom) and T5 (left-right) within Solitude Proper, an urban area on the island of Solitude south of New Concorde and across the Ebony River from the megalopolis. Within the interior of the interchange lie some of the largest residential superstructures in Lower Trifort. Off the left side of the image, the highway T5 crosses the Ebony River in two long double-decker spans to reach Division Island and New Concorde. -
From the album NAM Showcase - Monthly Challenge #5
A mosaic shot of the Trifort region's largest city, New Concorde, showing parts of the Central District and Old Quarter. The highway T1, also called the Cross-Island Skyway, runs left to right in the picture. The bridges on T1 that can be seen in the image are the Adamantine Bridge (left), which spans the Ebony River, and the Baar Dau Bridge (right), which crosses the Glass River. New Concorde's most heavily-used freeway, the Central Concorde Expressway (T2), runs top to bottom on the right side of the picture. Also of note is the main rail terminus in New Concorde, near the center of the image, which is surrounded by the tallest skyscrapers in all of Trifort. -
Hi, it's Samgoogolplexian from YouTube, nice city journal you have! As other have said, I like the night shots of your city. I think your rail networks and the trees you used around them look great. Your parks are nice too.
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Version 2
5,368 Downloads
Note: This pack is now included as an option in the base NAM 31 package. You no longer need to download it separately and it is only on here for informational purposes. This is a transit texture pack for the Tram-Road Addon Mod (T-RAM) in the Network Addon Mod. I made it in the GIMP because I usually don't build cities that would have the European textures originally in the NAM. This pack replaces everything that needed replacing except tram-in-avenue, changing the single white line in the center of tram-on-road to double yellow ones. Tram-in-road has a single yellow line on each side of the tram lanes, and center lines have been removed from crosswalks entirely. The only dependency is the Network Addon Mod (NAM). To install this, put the .dat file into your Network Addon Mod\Plugins folder. -
SC4 Startup Manager says cities are "inapplicable"
Moonraker0 posted a topic in SC4 Bugs & Technical Issues
Hello. I have been trying to export a region view image of my entire region (2048x8192 small tiles). The Region Census program apparently can't handle large regions, so I thought I'd reinstall SimCity 4 Startup Manager, as I know it can export the region image as well. However, now that I've installed it, SC4 Startup Manager is telling me that my regions' cities are all "inapplicable", and it won't show anything but blank ground tiles in its preview of the region. I don't understand what this means, as I've already tried loading them in the game, and the region shows up just fine, in addition to the cities having no problem loading. It's only SC4 Startup Manager that has the problem. I've already tried deleting its .ini file to let it re-make it. Does anyone know if there's anything I can do here to fix this? I'd previously edited the config.bmp of the region using Startup Manager in order to expand the region to the north and east; I think maybe this has something to do with it. When I did this, all my neighbor deals were canceled, but that's been fixed since then. I would also like to possibly use Startup Manager to more easily edit the config.bmp to subdivide city tiles in the new areas in the future, but I guess if I can't use it, I'll do that manually. Also, failing this problem getting resolved, does anyone know of another tool besides Region Census that can view/export an image of the entire region outside of the game?- 2 Replies
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SC4 Startup Manager says cities are "inapplicable"
Moonraker0 replied to Moonraker0's topic in SC4 Bugs & Technical Issues
Thanks for the reply; I guess I will have to do it manually after all. I'm definitely no stranger to GIMP editing, so I'll try that for the region view. I'd used this method for mosaics in my city journal but not region views. I hadn't thought of using layer transparency to help line them up. Usually I just try to line the edges up without being able to see beneath the layers, so this will be a better way of doing it.- 2 Replies
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Thanks for the kind words about my interchange to all who commented I had actually tried that at first; my plan was to have the entrance from the ramp but also a tunnel to get there. However, I opted for no tunnel because it would take up more space; I couldn't seem to fit it in very well. I'm reconsidering it, though, since I do think something needs to be done to complete the access here. Trucks shouldn't be a problem since they already can exit through the ramps, and they never go the opposite way (into the factories) in SC4. Both of them look great and very smooth. I would say the second is the best since it adds the missing connection without taking away from the number of lanes on the other ramp. I guess the only downside to it is that it takes up a little more space, though this is of course only important if you want to pack a lot of dense development around it and space will be at a premium.
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Some may remember this interchange I posted a while back: After development of the area, it looked like this: And later on, I thought of a way to improve it: But then I thought of another improvement it needed, to complete the traffic movements (as I had given up on doing that and making it look good at first). After a lot of messing around with designs and rebuilding it, it finally came to this: Now the important route it had been missing before is available to commuters and trucks, albeit with some pretty sharp curves which will slow traffic. But the interchange wastes a lot of space in the middle of it, right? Well, I eventually figured out a way around that: Now, the area is beginning to see some development. I figured it wouldn't be such a bad thing to have an intersection along the ramp, since the curves will have traffic moving pretty slowly already and it's only a few factories so there shouldn't be a huge amount of turning traffic. Also, you can barely see it, but I added a turnaround along the highway before it turns into one-way roads, for trucks to have access to all directions of travel after leaving the factories. I imagine it would have a "stop here for signal" area so they can turn around at a traffic light. Unfortunately, entering the factories may be difficult but hopefully I can work something out later on to add more access.
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Cool interchanges and cities, everyone. Here's a before/after set of an interchange I redid yesterday. I turned the partial-Y interchange here into a trumpet when I realized that the original interchange didn't take into account a major route that commuters would need to take. Unfortunately, there's a little weaving with the new design and the next interchange down the highway, and I had to take up some of what was originally land which could be built on within the first ramp. I'm happy with how well the sloped loop ramp turned out; I wanted to use ground fill instead of the elevated puzzle piece from Project Symphony, and it's always so difficult to make the smooth curves behave on a slope. Other interchanges in this city: (this one's more of an intersection, I'm not entirely satisfied with how it turned out)
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Nothing like a construction site and finished product for before/after:
