Jump to content


  • Content Count

  • Joined

  • Last Visited

1 Follower

About Wiimeiser

  • Rank

Profile Information

  • Gender

Recent Profile Visitors

749 Profile Views
  1. 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)
  2. 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.
  3. 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.
  4. Oh, sorry. Thanks for the help.
  5. Yes, I worked around it with terrain modification.
  6. I don't see any reason for that lot to require perfectly flat terrain, though. I don't think it's intentional...
  7. This here is a series of screenshots I prepared, not specifically for this but eh. As you can tell I flattened the terrain with stubs beforehand and it still complains that it's too steep. EDIT: It actually accepts some places, but not all. I modified the terrain in SC4T so it could be related for all we know. It's absolutely baffling at this point. Since it's a ploppable RCI lot, it could have been based on a growing lot with no slope tolerance whatsoever...
  8. It's this lot pack. It's only the "office" (Apparently called "Shipping", my bad), and I've terraformed with road stubs but it still refuses to plop anywhere near the top of the slope. AFAIK it's unique to this one lot, I'll have to do more investigating.
  9. For some reason I am unable to plop the Agave Azul Office on terrain that is perfectly flat. I've even levelled the terrain and it still refuses to plop. How do I fix this? I guess editing the lot itself is the only solution? EDIT: First, it appears PIMX doesn't work on Windows 10, unless I'm missing something. Second, said lot doesn't appear to even be in my plugins anyway... EDIT2: It's there, but the file is called "distribution". This is highly unusual, I've never seen any lot do this before... Should I upload the city file in question? Blank, of course. I have a blank backup I can upload to check the terrain.
  10. Agave Azul

    I am unable to plop the office on completely flat terrain that is physically impossible to level. Please fix. EDIT: Thread
  11. For the record, Imgur has already blocked FimFiction, any links to content parts of the site are blocked. Who's to say they won't do the same here?
  12. Is it just me or does the game automatically rotate lots back to face the road if you rotate them away then idle long enough? I don't believe I've run into this until now. Is it a global timer of some kind? Maybe the one that controls timed props?
  13. Region size issue

    You see how the water is covered with lighter pixels in the first screenshot? Those are the artifacts I'm talking about.
  14. Region size issue

    The issue is that if I so much as open the jpeg the artifacts kick in immediately, Photo Viewer and SC4M display the image just fine, but Paint and other such programs cover it with a white mesh of some description, I can't even copy it through any means to fix the problem. No settings do anything since the artifacts are permanently baked into the image upon being loaded, meaning it's a pixel-by-pixel fix.
  15. Region size issue

    As long as exactly one of the RGB values is 255 and the city tile is the right size it doesn't matter AFAIK. And I've noticed in general that jpgs tend to be terrible for storing things pixel-by-pixel. I'm not sure if greyscales in general even work, in Australia for example all the terrain is bumpy to the point of being literally unplayable. Is this an issue with the medium or is Melbourne really that hilly? And the 128 region limit seems to be smaller than 128. 127, perhaps?