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Who uses money cheats/mods?
gecko001 replied to SUPERniceTODAY's topic in SimCity 4 General Discussion
I played vanilla sc4 for many years before discovering sites like simtropolis. I remember having a city with several hundred thousand sims -- I had to have a fire or police station at every other intersection, not to mention schools and hospitals, to get adequate coverage. I had to replace decaying water pumps and power plants ... but the city was profitable. So now, I figure if I can run a very profitable city in vanilla mode, I don't need to prove myself, budget-wise. I use the $1 million simoleon tree cheat and just have fun, without worrying about the money part of the game. -
OK, so here's a few mods that would be of help, in my opinion: "stop the shaking" (whole nada shakin goin on) No more screen shaking when buldoze something. "truth in queries" If Lost Baggage and Doughnuts Consumed mean anything, print out the actual characteristic/stat in the dialog boxes for airports and police stations (or whatever). "retain UDI mode" If you disable UDI, it is re-enabled next time you start up game. This mod would retain whatever you last set it to (on or off). "Fireworks ban" This mod would create a three-way choice for the mayor: cancel all fireworks, keep them as per default Maxis, or limit them to ONE NIGHT on Jan 1 and July 4. (No more 2-3 WEEKS of fireworks) "color map of parks and landmarks" This mod would show a colored map of intensity of park and landmark effects. i.e. if you build a large 16x16 parkset, you'd want to see it shown on this map as bright red, fading off with intensity radius through orange and blue down to no color at the end of effects range.
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It might seem obvious, but another question would be: What about streets? Do you have any that touch the glr stations, so the sims can actually access the station, via walking or driving?
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Andreas, I wanted to show you your handiwork in action. In previous posts, you'd mentioned eventually creating euro textures for these rail-under-road pieces, where the lampposts could be easily enabled or not. I wanted to show our fellow Simtropians how they look at night, before they decide to not have the lamps. Here is a section of UG rail under road running parallel to elevated HSR. Look, my friend, at the busy happy Sims at night! The lampposts are serving them well. I think some of our fellow Simtropians might want to keep the lampposts after all! Thanks for making my cities better than they would have been. Originally posted by: Andreas Roth Well, I could separate the T21 exemplar files and put them into a different DAT. Then anyone who wants to keep the original lightposts can delete the file, and the rest can keep the modified layout.quote>
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SC4-related Acronyms made Clear
gecko001 replied to Cougar2004's topic in SimCity 4 General Discussion
what do RUL and LOD stand for? (LOD = level of detail, maybe?) -
(my third attempt to post a comment here) I'd written that my filename did not match the "..._edit" name. But more importantly, I have the "z_OptionalHighCapacity_ShmailsGLRStationAvenue1b_orthogonal.dat" (and _diagonal) installed. I don't want to install this fix if it kills the high capacity. Is the Bus-El, El-Bus transfer the only difference, or is there more to this fix? Joshua, can yo start a thread so we can briefly hash these issues out? (rather than in the Comments section here)
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jim - thanks for the info; I'm not well-read in forum rules. You embedded the exact video I was thinking of. I looked at it about two months ago, and have since then laid down miles of glr (and other) networks. jakehh - that video should get you started. You do NOT need subways in order to have a great glr system. However, if you integrate the two systems, especially when density increases, I find the sims are happier. But the glr just by itself can handle many many thousands of passengers. It is way cool, IMO. The city I live in in RL does not have any light rail at all. So, I have made simcities where I can imagine what it'd be like to have a nice light rail system. The toughest issue I initially faced with glr was the crash to desktop (CTD). if you hover certain puzzle pieces (the transit-enabled or TE ones) over other TE pieces like a station, then the games can instantly exit. that is why you'll so often see it in the threads where people say "save your game often" as you lay down glr. over the last two or so months, i've gotten pretty good at learning where not to put my cursor. :-)
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Question for moderator: is it ok to post links to two youtube videos (one re: draggable glr, the other for glr avenue) that jakehh (and others who are new to glr) could look at? I don't know whether posting links to youtube is copacetic...
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This is the Gare Express Regionale. The folder name is "gare_express_rr_sta_2x1_ontracks". The zip filename is "gare_express_regionale.zip". I don't have the link to it; I checked the readme, and it was not included. ..gecko001 Originally posted by: theclashrules Can someone tell me where to find this train stop? Thanks! quote>
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I located a zip file by ripplejet on the LEX. It was an attachment in a thread ("Mod that removes yellow thingy on street ends", https://www.sc4devotion.com/forums/index.php?topic=9634.0). The filename is " RJ - Block Road Barriers 1.0.zip". It does remove the yellow-black barriers from ends of streets and roads.
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I happened to be re-reading a Readme file in cogeo's "PedMallCompatibleTransitPackV21" and came across a pic in that file which shows exactly what I was asking for regarding ends of streets without having barriers or a cul de sacs. So maybe someone has already done this mod, and I've just not found it. Or, maybe it was just some personal mod of cogeo's... I wonder if his road ends likewise do not have the barriers... Here is the pic (edit: oops, accidentally deleted the pic; replacing):
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I happened to be re-reading a Readme file in cogeo's "PedMallCompatibleTransitPackV21" and came across a pic in that file which shows exactly what I was asking for regarding ends of streets without having barriers or a cul de sacs. So maybe someone has already done this mod, and I've just not found it. Or, maybe it was just some personal mod of cogeo's... I wonder if his road ends likewise do not have the barriers... Here is the pic (edit: oops, accidentally deleted the pic; replacing):
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Boggy1's Quick Guide to All Things Custom Content!
gecko001 replied to Boggy1's topic in SimCity 4 General Discussion
OK, so I backed up, uninstalled, and reinstalled. I was at build 638 after the SKU update, and at build 640 after the BAT update. So, my version problem was finally fixed. But being on a laptop, I could not resist loading the VirtualDrive play disc. I played for some time, but at some point experienced a CTD. That was when I remembered that SC4 randomly crashes on dual core machines unless you set the processor affinity. And THAT was when I remembered using Imagecfg.exe to permanently set the processor affinity. I went ahead and did so, and only realized afterwards that that program updates one of the SC files when setting the affinity. I checked the "SimCity 4.exe" and sure enough, the time/date stamp on the file had been updated. The byte size of the file is correct; just the time/date stamp was changed. I'm willing to bet that the SKU/BAT update problems I had previously experienced were due to this. I bet, to the update programs, having the 'wrong' time/date stamp automatically is translated as "file contents do not match". The reason I'm going through all this explanation is to say: I do not *think* it was the emulator which screwed up my ability to update. I am inclined to think it was when I permanently set the processor affinity using Imagecfg. I think that, even though the file "SimCity 4.exe" file size was unchanged, it was still "hacked" from the Maxis point of view (having a time/date stamp in 2010 instead of 2003 or 2004 or whatever it is supposed to be). So, if SC4BOY is reading this: I think you were dead-right about the "any modification" messing up the updates, I just tend to think it was the the permanent setting of processor affinity rather than the emulator which was the root cause. Once again, thank you for helping me: I'm golden now.
