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Wiimeiser

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  1. NAM General Support Topic

    My hypothesis is it's supposed to be so both sides of the avenue are developed if you develop one side, but it might be a bug in the engine they couldn't fix. All we can do is ask someone...
  2. Regrets causing trouble in the community as of late

  3. MMP double click

    FPS cheat did nothing, not even altering the game at all. This is a list of programs that do stuff Microsoft has had to work around and stopped bothering doing such in Vista. Read Microsoft's section here for more info. Given SC4 is on that list, it could be for something input related. I can't think of anything else that could be causing it. And if I'm right, then MMPs are forever broken on Windows 10 and the only workaround will be to give each prop its own individual button. Ergo, I honestly believe it's because the game's input runs through an unintended Windows firmware/driver glitch that was fixed in Vista. Meaning it's a bug in the executable and therefore cannot be fixed. If anyone using Windows 10 can confirm this... EDIT: Tried everything mentioned, and it's 100% a game bug caused by reliance on deprecated code. That means we either have to separate every MMP into individual buttons per model, or modify the exe. THERE IS NO OTHER FIX WHATSOEVER AS IT RELIES ON CODE THAT NO LONGER EXISTS ON WINDOWS 10. May be fixable with SC4Fix but who knows... EDITwhatever: Found an old thread but it's too outdated to be of much use... EDITwhatever: As mentioned in the linked thread, holding the right mouse button when clicking seems to work. This changes the problem slightly, it appears SC4 has two "channels" for mouse button input, and for whatever reason this bug flips two at once, though that doesn't solve the problem that this appears to be a hardcoded bug potentially related to long-removed garbage code in older versions of Windows.
  4. MMP double click

    I have the GOG version on Windows 10. I'll have to try the FPS cheat and the plugin trick.
  5. MMP double click

    For some reason MMPs are clicking twice, causing them to jump up by two stages with each click instead of one. This makes it physically borderline impossible to use any odd numbered variations except the first (by dragging) and last (if there are an odd number of entries)(NB once you move the cursor off a MMP you can no longer click to change it). Is this a known bug? Can it be fixed? Or will I have to give each prop entry its own button in the menu to be able to use all of them? EDIT: Changing an already modified one works. Single clicking also works, but the input has to be held for only one frame. What might be going on is the instruction that tells the MMP to stop updating runs in real time while the instruction that updates the MMP runs based on framerate, so it's possible having more than the original FPS breaks MMP inputs (for reference I get 100+ FPS in Gmod), meaning it's a game code error that can't be fixed. If only there was a way to display the game's framerate we could know for sure...
  6. Heretic Paeng's Urban Recreational Canal Expansion

    Yeah, looks like that helped. What fooled me was the fact I downloaded it recently.
  7. Override-once-only files?

    FYI there's no crash, it's just that whichever one of the two loads last reverts the other's changes. What exactly does the NAM's alternate zone view do anyway?
  8. It's common knowledge that only one controller file can exist at a time, and only one will ever be loaded, but does anything else exhibit this behavior? From my experiments, this happens with anything that modifies zones as well, ReZone Plus is incompatible with the NAM, for starters...
  9. Heretic Paeng's Urban Recreational Canal Expansion

    I've downloaded all the dependencies and I'm STILL getting these flags on the Punts Dock. What am I missing?
  10. NAM: Requests - 2nd Edition

    About the rail median... You'll first have to figure out how to deal with that pesky bug where rail will autoconnect to anything should an autoconnect routine be triggered and cause an update to a rail tile. Best way would be to disable autoconnect entirely, but I don't think SC4Fix can do anything of that sort despite rewriting part of the game's saving code...
  11. Revisiting Prop Pox and Prop Theory

    I did read about that, that's why I mentioned the game could be experiencing a discrepancy.
  12. Revisiting Prop Pox and Prop Theory

    Not sure that can be fixed so easily... The game hardcodes a lot's state when it's plopped so it can't regenerate if it abandons, and also prevents sims from leaving the lot. Residential only allows sims to leave, not enter, and unless you're plopping on top of a lot with identical population values the game will abandon it immediately, it could possibly be discarding a discrepancy in doing this, because it can't handle changes in population that weren't programmed in...
  13. It's clear the only version Origin cares about is the disc version, to the higher-ups at EA, everything after Rush Hour simply didn't happen. ...Did EA switch to their current Hades-Pluto CEO before or after the SKU updates were released? I swear, if a level 1 evil God took all of humanity's greed, he'd be level (3↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑3f666)
  14. Revisiting Prop Pox and Prop Theory

    Buildings, too? I assume it would happen if the buildings were glitched. I don't have SC4 installed on this new PC yet but I have train traffic generators that turn out to be massive airport lots (most bigger than 16x16) and more recently one of the WMP Allotments got duplicated somehow, and I had another duplicate earlier. I think these lots might have identical IIDs, it appears the game reads the menu exemplars of one lot but the actual lot data of the other, at least for those giant airport lots in the train menu. On the proper topic, it appears that the game reads some data twice and other data only once, hence the discrepancy. I've seen this happen in the Source engine, too.
  15. NAM General Support Topic

    Also, there's a bug with the slip lane where they become unstable on single-tile networks for some reason. AFAIK only the terrain modification tools (Either God Mode or the paid Mayor Mode tools) can affect terrain below 250/251 in any way whatsoever, the Sinkhole bug is the sole exception either way.
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