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Ulisse Wolf

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Everything posted by Ulisse Wolf

  1. How to get dgVoodoo 2 working on Linux

    Here is the package for Linux users. Let me know if I need to change anything.
  2. Version 5.4.0

    132 Downloads

    DgVoodoo 2 - SimCity 4 Edition (Linux Edition) This package allows a quick installation of DgVoodoo 2 for SimCity 4 and its configuration. It also offers solutions on how to solve possible compatibility problems with DgVoodoo 2 and SC4 with modern CPUs. This version of DgVoodoo has already been configured for maximum performance from the game but we still recommend that you edit "Adapter(s) to use / enable" to include your primary GPU Before installing DgVoodoo 2 "SC4 Version" you must make sure that the 4GB Patch is applied as it is essential for the corect operation of DgVoodoo 2. Generally the 4GB Patch is included in NAM 40 or later versions and CAM 2.5 or later versions but in the case the 4GB Patch was included in this package. INSTALLATION 1) Copy the contents of the SimCity 4 folder inside the SimCity 4 installation folder and overwrite the indicated files during the transfer step 2) Go inside the APPS folder and drag SimCity4.exe to 4gb_patch.exe to apply the 4 GB patch. 3) Now launch Protontricks, and look for SimCity 4 Deluxe: 24780 and select it. 4) Select the default wineprefix then run winecfg. Once in winecfg, select the libraries tab. Then add the following overrides: D3D8.dll, D3D9.dll, DDraw.dll 5) Drivers on Linux should be installed from your distro's package manager as those are confirmed to work on your distribution and have been vetted. As for actually running games on a dGPU there is a technology called PRIME which basically allows for offloading rendering to another GPU. Prime should work on all GPUs (AMD, NVIDIA, Intel). Once it is installed, the most simple and straighforward way to run it is to put in: prime-run For SC4 this can go in the steam launch commands but for the dgVoodoo 2 control panel, you'll want to open up a terminal in the location where the exe is located, and run something along the lines of prime-run wine dgVoodooCpl.exe to get the discrete GPU to show up as an adapter. 6) Configuration completed CREDITS Thanks to the original creator DgVoodoo 2 (dege-diosg) for developing a wrapper that converts old DirectX calls to DirectX 9/11/12 calls. You can find his work here https://github.com/dege-diosg/dgVoodoo2 Thanks to RSC204 / MGB who provided specially modified versions of the Graphics Rules.sgr and Video Cards.sgr files of SimCity 4, which ensure DgVoodoo runs optimally. Thanks to the creator of the 4GB Patch for developing the tool that allows SimCity 4 to use 4GB of RAM instead of 2GB of RAM. Thanks to jdenm8 for posting a solution to improve SimCity 4 compatibility on AMD video cards. Thanks to MegaMiku for posting a solution to improve SimCity 4 compatibility on Linux OS
  3. SimCity 4 randomly crashes

    Why are you using Windows XP 64-bit? That operating system is obsolete and also unsafe if you are browsing the internet. SimCity 4 runs well on Windows 10, as do all older games, so there's no point in installing an older OS just for a few old games. SimCity 4 works well on Windows 10, as do all older games, so there is no point in installing an older OS just for a few old games. Furthermore, 32 MB of VRAM is at the minimum requirement for SC4, so solutions such as DgVoodoo will not work because they require at least 4 GB of VRAM (Intel, Nvidia, and AMD discrete GPUs) or 8 GB of RAM in the case of AMD and Intel integrated GPUs.
  4. How to get dgVoodoo 2 working on Linux

    I can assemble a specific package for Linux users so we can get an easy installation by pointing to the right settings.
  5. NAM General Support

    There are several problems that prevent you from getting what you want, and you may find yourself in a corner with OpenSC4 that currently makes it impossible. The first problem is Pathfinder, which prevents us from making many changes to networks such as GLR, HRW, FLUPS, and in general all hybrid networks involving multiple types of paths (Car, Rail, Monorail, Subway & El Rail). If these issues are not resolved, it will be difficult to move forward. Another issue is the restructuring of the RUL0 Engine, which may be easy, but if you don't solve the Pathfinder issues, it doesn't make much sense. You would also have to modify the entire save section because there are subfiles such as Network Subfiles that determine the type of networks, and this is where we enter the realm of OpenSC4. With the current development, things are far from achieving what you want, and almost everything depends on Pathfinder. As you well know, without the source code, studying Pathfinder is slow compared to other things such as Find-It or reversible changes to the terrain.
  6. NAM: Requests - 2nd Edition

    This mod does not modify the dragable Pedmalls, only the puzzle pieces.
  7. Version 1.0.0

    130 Downloads

    Ulisse Wolf - BSC Parks Expansion Pack This mod allows you to add additional parks to your BSC Parks system. This additional expansion adds new park features as well as new pieces to make them better. In addition, some parks have an enhanced experience, allowing you to immerse yourself in the game. Please note that this pack is expected to receive updates in the near future. Do not redistribute without asking first, mostly as doing so would complicate efforts to properly maintain, update, and provide technical support for the pack. Installation This package is a simple .zip file. Just extract the Ulisse Wolf folder to your My Documents\SimCity 4\Plugins directory (or equivalent, if you have a custom Plugins folder location). DLL Dependencies In order for the contents of this package to display correctly by taking advantage of the new DLL Mods requires the complete installation of the following dependencies(the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): Submenus DLL - You need it to get the package submenu working. Compatible only with the digital version (1.1.641) of SimCity 4 (Microsoft Windows and Linux only). Dependencies The following files are required in order for the contents of this package to appear correctly (i.e., no "brown boxes" or missing textures) (the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): SC4D LEX Legacy - BSC Parks Collection v3 (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC BATProps BSC Parks BSC Park Textures Network Addon Mod (NAM) v49 (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. Network Addon Mod Props SC4D LEX Legacy - BSC Common Dependencies Pack v9c (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC Essentials 2025a BSC MEGA Props - CP Vol01 BSC MEGA Props - CP Vol02 BSC MEGA Props - D66 Vol01 BSC MEGA Props - D66 Vol02 BSC MEGA Props - CARCH Vol01 BSC MEGA Props - CARCH Vol02 BSC Textures Vol01 BSC Textures Vol02 BSC Textures Vol03 v4 BSC TexturePack Cycledogg V01b Ulisse Wolf - MISC Props Pack Ulisse Wolf - Fallout Common Dependencies Pack Credits The following members contributed models, textures, and modding support to this collection: Ulisse Wolf This package has been made possible by the Project ZIP efforts of Ulisse Wolf. Special Thanks Webmaster & administration staff at SC4Evermore & Simtropolis (STEX). And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-)
  8. Avoiding Crashes

    First, reset the Plugins folder by uninstalling all the mods you have installed. Then install SC4pac Finally, follow this guide https://www.sc4evermore.com/index.php/guides/how-to-configure-SimCity-4-on-modern-computers
  9. Got a quick SC4 question?... Ask here!

    Follow this Guide https://www.sc4evermore.com/index.php/guides/how-to-configure-SimCity-4-on-modern-computers
  10. sc4pac (Mod Manager)

    Uninstall All Java and after restarting your computer, you need to install JAVA from here. https://adoptium.net/temurin/releases?version=25&os=any&arch=any&mode=filter
  11. Usando Ilives devi copirare il valore del TunnelModelHeights contenuto nel file i_Tunnels.dat e incolarlo dentro il file della tua slope mod. Questo serve per risolvere il problema del MHO Tunnel. Per gli altri tunnel dovresti fare la stessa procedura ma può essere anche un errore di caricamento della mod
  12. Grid showing all lots abandoned

    Are you sure you're reading the chart correctly? Because the Fire Hazard chart identifies the hazard level of buildings regardless of whether they are abandoned or not. Also, did you install CAM in an already developed region?
  13. Ciao. 1 Quel segmento di RHW 2 è normale. Dovresti trascinarlo per ottenere MIS 2 MHO a livello terra è corretto perchè viene visualizzato nel modo giusto ma c'è un conflitto con le slope mod perchè ha una banda nera si può risolvere modificando il valore tunnel slope della tua slope mod installata. Elevated MHO invece non supporta i tunnel perchè non sono stati realizzati i modelli per cui ottieni il Tunnel Maxis 3 Come ho detto precendemente sembra che tu hai un problema di aggiustamento tra la tua slope mod e i modelli del tunnel
  14. I'm New to NAM and RHW + How to fix this?

    Install NAM via SC4pac instead of installing it manually, which can easily cause problems, especially for those without basic computer skills.
  15. What operating system do you use? If you use Windows 11, follow this guide. https://www.xda-developers.com/find-out-ram-specs-windows-11/
  16. Did you install the 4GB Patch correctly? How much RAM does your computer have? Follow this guide to configure SC4 https://www.sc4evermore.com/index.php/guides/how-to-configure-SimCity-4-on-modern-computers
  17. DgVoodoo 2 - SimCity 4 Edition

    Have you installed SC4 Graphics Options? You need to change the screen resolution there, not in DgVoodoo2.
  18. Finally, the long-awaited Colossus Addon Mod development diary has arrived. There is a lot to discuss, especially about AMPS and some improvements, but now let's get started. AMPS A key element of this upgrade is the electrical grid, and this work is being carried out by AMPS (Allied Municipal Power of Simtropolis). This mod was developed by RobertaMe but was then abandoned because she withdrew from the community for reasons we don't want to discuss. Mainly, the mod changes the electricity management system by introducing a classification of power plants but also realism in how electrical elements are arranged in the game. As specified in the AMPS manual, the new electricity management system involves the construction of large power plants with associated high-voltage transmission stations that allow electricity to be conveyed to the distribution station. At the distribution station, we have connections to small power plants and batteries, and then send the energy to low-voltage substations where generators can be connected and the energy is sent to buildings. This is a realistic approach that is sure to make all SimCity 4 engineers happy. Although this mod is complex, it is not within everyone's capabilities. A FEW THINGS TO MENTION Many people think that updating AMPS by taking advantage of all the cool features that DLL Mods offer will allow for a new version to be released quickly, but unfortunately this is not the case because the mod has many unfinished elements. Roberta's intention was that mayors using AMPS would start new regions only. This allowed her to directly update the Building Exemplar of the power plants and modify GUID, Occupant Group, and other properties. However, if the mod were used in exiting regions it would create the Phantom Slider Bug several times over. So the first step is to update the various DAT files doing a thorough clean-up. Then there are the UI files that need to be fixed, and finally you can proceed with updating the LUA Code, which still has room for development. With all the work that needed to be done in the development process, we ended up definitively separating the mod from the past. So, performing a nice fork led to the birth of NEON (Next-gen Energy Operating Network). The NEON logo, courtesy of @hugues aroux HELLO NEON NEON inherits the work done by AMPS but brings it up to modern modding standards, also simplifying the modding process. It also involves upgrading power plants and their types, introducing SPECIAL ones, which will be discussed later. As mentioned above, NEON brings modding up to modern standards, which means that there will no longer be modified Exemplar Buildings that can experience bugs such as the Phantom Slider Bug, but there are Exemplar Patches that greatly reduce these risks. In addition, work was also carried out to update the UIs and various LTEXTs, also allowing for the translation of the mod. This work is still in progress as there a lot of things to finish, but also streamlining the content included, as suitable for our redefined purposes. However, completing this process will ultimately allow us to polish and finalize the mod. NEON's Exemplar Patches LUA All the magic of NEON & AMPS processing happens through LUA. The AMPS code is very complex, so it can help to include cross reference information. This previously led to a slowdown in operations, as reverse engineering between Exemplar and LUA is required to understand the identification codes of the power plants. The differences between AMPS and NEON (Note: The word Maxis on AMPS was added by me and is not present in the original code) This procedure allows you to resolve debugging and value update procedures more quickly because AMPS is based on static values, so if a lot on AMPS is updated, you still use the old version. In fact, with LUA Extended DLL, we can dynamically load the values of the properties related to MWH Rating and KVA Rating. There is also a dedicated thread explaining some technical aspects of AMPS, such as calculating the KVA Rating and MWH Rating values. There is still work to be done before we achieve a stable beta, but internal builds are already well underway and code retrofitting will begin once the Exemplar issue has been resolved. IN THE GAME The NEON code in the game starts working immediately, and when you start a new city, you will receive messages asking you to build generators to supply electricity to the city. There are still some LUA changes to be made because it makes no sense for our beloved corrupt Neil Fairbanks to bother you with these notifications, but it will be our aggressive engineer Jonas Sparks adding further stress to you, mayor. The opening message that everyone will hate There are still some minor bugs to fix in the power plant UIs, but everything is working as it should, except for the company names, which will be changed from AMPS. However, the companies featured on NEON will be the subject of a future development diary. CLASSIFICATION OF POWER PLANTS NEON and AMPS also have a mega UI where you can see all the necessary information about your electrical network and also the classification of power plants because in NEON and AMPS power plants are classified in this way Intermittent (Intermittent sources depend on variable natural conditions) Solar Wind Tidal SPECIAL Base (base sources provide continuous and stable power) Coal Fusion Fission Biomass Waste to Energy Geothermal Hydroelectric SPECIAL Peak (peak sources respond quickly to sudden demand surges) Oil Gas Microwave SPECIAL All this information and further details are available in the following UI and will be available in buildings designated as energy offices. SPECIAL SPECIAL power plants are special power plants that are true landmarks. They can only be built once because they are OP (overpowered) and are based on futuristic or emerging technologies. SPECIAL power plants will not be included in NEON at the beginning because there is a lot of work to be done and many aspects of the Reward system need to be improved in order to encourage players to make certain choices during the development of the city. However, there are some strange futuristic power plants on STEX, and perhaps we can even imagine some concept art of these special power plants to be implemented in the future. Concept Art of Plasma Pulse Turbine Power Plant. A SPECIAL Peak power plant. Doesn't it remind us of some UTOPIA mod? CAM CASINO During the AMPS reverse engineering work, I have discovered some interesting modding procedures that will be immediately implemented in the CAM Casino expansion. This update is minor, but casinos will be classified into two categories. Casino: The classic casino where you can build multiple times in the city Landmark Casino: Casino, which is a true marvel that you can only build once in a city. This will prevent abuse of certain casinos such as Stardust Casino, as they are OP because they represent a landmark on your Strip. Apart from this minor update, there are no new issues because the LEX mods are still missing. BUGFIXES Currently, only minor bug fixes will be implemented, and an investigation is underway into a possible bug in the Fire Department Landing Strip that may cause CTD. If you encounter any bugs, please do not hesitate to post in the appropriate threads. This concludes this highly anticipated development diary. We'll see you in the next development diary, which we hope to release in time for the NEON public beta.
  19. SimCity 4 Deluxe for Windows 11

    Update the zip file since this is the only way we can make changes.
  20. Custom Queries for Custom Buildings

    No, because it contains CAM Core. I'm thinking of creating a vanilla+ modpack that includes City Hall modpack zero especially for users who don't use Mod DLLs.
  21. Custom Queries for Custom Buildings

    It has been added to New_properties.xml as an effort to unify the various City Hall UIs. This was done as an effort to create city halls with advanced visualizations even for those with little experience, as well as to distance ourselves from using Maxis content in the case of a hypothetical OpenSC4.
  22. SimCity 4 Deluxe for Windows 11

    yes
  23. SimCity 4 Deluxe for Windows 11

    The best idea would be to send a PM to the staff.
  24. I wonder if we should also include the loading of metadata.yaml in the STEX mod upload phase. This reminds me a lot of the TE modding issue where people upload stations without reading the MTA instructions.
  25. SimCity 4 Deluxe for Windows 11

    In this case, the best idea is to update the original file to avoid problems and, if necessary, update the relevant metadata for SC4pac
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