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Pygma

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About Pygma

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  1. Perfect realistic bridges - May update

      Unnamed values are simply just that, a lot of the named values, are named as per modders identifying what they are through testing. Currently working on 3 separate mods at present so do not have time to review/test them.   Ok thanks. I was hoping you figured some of them out. Goold luck on your work.
  2. Perfect realistic bridges - May update

    Thats a very nice little modification. Can you explain some of the unnamed values what they do? /edit: vaues in the package file.
  3. SCTweak

    Hey, sure: As well you could make smooth elevated s-curves (you can with the curvy road tool, but the results are not smooth angled curves.) or straight overpasses ending in a sloped curve.
  4. SCTweak

    I really miss SCTweak. The results were far superior, there were more possibilities and the results were much nicer. Is there a way to get SCTweak working again? trgs are you alive? Someone got the knowledge to continue the work?
  5. SCTweak

    It might be the same issue as xoxide was having. Try his approach: My instructions might have been insufficient, currently I'm trying to find a way to apply these patches without having to reload the maps. Thanks again for finding the offsets to alter the roads! Without them I would not have made this.. Thanks. Ill try it on the weekend. Awesome if this works. Im happy you made this. edit: just checked it out. and it works. saves a lot of time.
  6. -> its a known issue with SCP, use visual studio and make your own build out of the sourcecode /or use it in debug mode inside visual studio: Edit: Use this awesome tool by trgs which allows you to change the values on the run: Again thanks a lot to develop this further. regards
  7. SCTweak

    Yay this looks awesome! Glad someone could push it further, i dont find time and knowledge atm. Thats great! edit: doesnt work for me either. R0 gave an error while R1 runs, but it does with no effect in the game. starting debugger thread... thread running... -> win8 x64 -> Build Description: SimCity PL Shipping Data Build Build Version: 263911426 / 13.05.13_13.43.46 Changelist Number: 745806
  8. Thank you FourWinds for your help.! Its actually a pretty perfect step by step guide. I might add some more variants of different heights. So you may never have to change any values by yourself. Im really short on time atm and mostly cant bring up more than a few minutes between stuff. Sorry. I hope to get to some things by the weekend. Dont hesitate to ask any questions or requests here. Ill read it.
  9. mod Car Crossover

    Thank you gibbed.!
  10. mod Car Crossover

    great.! Do you mind to explain what 0x0db62aad & 0x0db74e1e stand for? Turns? (sorry i didnt do research yet)
  11. @jose, I can if i find some time. Hard atm. They dont work on sealevel. Do you have problems adjusting them, or drag them in the game? @dirtgure, thank you.! I will also try to look into the problem with dragging roads over underpasses (you mean underpasses, not tunnels?) -> if you adjust your underpasses, make sure you have a height difference of at least 128 (B)
  12. We are all in the grey. As far as i know no one has been banned. Modding unit costs and effects mostly results in rollbacks of your city. As per the All-game-overarching EA ToS modding is not allowed and we cant expect them to change this for one game. But this game is said to be designed with modding in mind and maxis devs gave an early statement to try things out. Later we were told EA/Maxis have to consider which parts are allowed to be modded an which not. An official statement is still due. (they may never give one, to keep the status quo, so they dont have to moisten/loosen the EA ToS, but we somehow can mod)
  13. holy.. nice efforts. This once could become handy if one wants to revert to older scripts later.
  14. -> The restart is needed because the game only loads these values upon start. I didnt find/excessively search for a way to change them. Ill try this when i find time. But someone else might have better knowledge. -> This works with all network types that offer bridges or tunnels. (not with pedestrian path or service roads) (sorry not much time atm) Regards
  15. Hey all. Thanks and sorry i didnt answer yet. -> Agents handle this perfectly. They are the same networks. -> You cannot build tunnels below a virtual 0. I dont exactly know where this is. If your Tunnel sticks out of the ground, you should alter the value at B. I didnt yet figure out what exactly the numbers stand for. I have some ideas though. A has something to do with the water level as well. C could be the lower network point (bottom of bridgepiles e.g.)
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