Jump to content

Wiimeiser

Member
  • Content Count

    1,348
  • Joined

  • Last Visited

Everything posted by Wiimeiser

  1. Extended Terrain DLL

    Tropical... As in California, correct?
  2. bugs Simtropolis 9.0.x - Bugs & Issues Report Thread

    That's what I thought, since it was specifically mentioned. As for the why, I wouldn't know, but I'd probably just ask 20Huskies myself in that case.
  3. What's going to happen with the ModDB page in the future? There might be people who only downloaded from there. If you mean the hackers, good luck with that; unless it involves piracy or state secrets the authorities likely won't bother. Probably because it's an obscure application with the ability to create and delete files in Documents subfolders.
  4. bugs Simtropolis 9.0.x - Bugs & Issues Report Thread

    Is it just the Specialty Night Life Pack? Or were others taken down, too?
  5. Can't find it?... Ask here!

    I think these were retired due to interfering with the NWM.
  6. Let's write our own SC4 Building Styles

    Would Brutalist be a good category? There's a brutalist building that just got released...
  7. NAM General Support

    It would only work for trucks, though, unless you upgraded it to 8C.
  8. Let's write our own SC4 Building Styles

    I wonder if the four original sets' lots could be distributed into better styles? If so, that means the original four would be reduced to just emergency fallbacks. And you could just make styles that are only those specific styles as originally intended and not used as fallbacks...
  9. Can't find it?... Ask here!

    Thanks. I see, it's a custom lot/setup... Maybe I should try to make my own thing like that some day...
  10. Let's write our own SC4 Building Styles

    It's entirely possible that it's reading the wrong value somewhere due to a coding error. This was very common in games of the time; so many N64 games had texture issues due to the faster development (a holdover from earlier eras) and inexperience with 3D art; and back then memory management was much less common (Creatures 3/Docking Station is the oldest game I know of that actually properly responds to exceeding an array size); without proper memory management you get stuff like sticks reading texture data from a non-texture file or a glitch character that gets its stats from a biker gang, with proper memory management you'd probably just get a crash.
  11. Let's write our own SC4 Building Styles

    SNM should definitely be given its own range somewhere, though that would likely be in the scope of the mod itself, assuming there's still someone around to update it. I assume MTP and Utopia (if the latter even has anything) would likewise be the same.
  12. Scoty's small tinkering

    I mean, in the longer term, something like this could be SAM12...
  13. Scoty's small tinkering

    I could see one of the three versions of the street being included in the SAM.
  14. NAM: Requests - 2nd Edition

    This could be done with Rural Roads, if it was made draggable...
  15. I think the standardization discussion in the other thread was my fault. Oh well, at least this came out of it. Would prop IIDs count too? I know there's a SPAM set that conflicts with BuildingProp... And then there's the OWW Seaport Village, where the lot names are random... I have a list of all the possible names and descriptions now, though.
  16. Submenus DLL

    Yes, there are a lot of standards that conflict, it seems. At least one SPAM pack conflicts with the Buildings as Props mod. I'll have to figure out which one specifically, but I believe it's one of the official extensions. If you saw my Big Ben farm, that's why.
  17. Submenus DLL

    So my takeaway from the above is: 1. CAM and AMPS have some incompatibility somewhere, though I'm not sure where, and this needs to be sorted out. 2. The dll revolution will force a reexamination of modding standards. 3. Some sort of task force needs to be set up to determine the best course of action.
  18. Submenus DLL

    As my experience just now might have suggested, yes, I do think some standardization is needed. The dll needs to go in the main plugins folder, not a subfolder. How is your plugins folder set up?
  19. Submenus DLL

    I've noticed a lot of lots seem to be coded strangely. For example, the Logging Town corner lots (diner etc) have jobs despite presumably being intended to be inaccessible, though that at least makes some amount of sense. For another, the OWW 1 canal interface lots are apparently government buildings... though I chalk that one up to being a copy of one and Pegasus forgetting to change the necessary exemplars (though granted it didn't matter until recently) Advanced is correct, I've barely been able to figure out how some of the stuff even works with the lot editors and such. I know I've tweaked some myself; back when Prop Pox was still a major issue I deleted one of the modified props known to cause it, and more recently I patched the Air Force Base so that it no longer conflicted with Area 5.1. I've also made my own custom loading text mod, though using another one as a base.
  20. Show Us your Highways!

    What's on the other side of that connection? Knowing what it's like there could help you optimize it.
  21. Submenus DLL

    It turns out I did indeed have a duplicate under a later folder, specifically "Plaza", while the new version was in "MPS". Removing it did indeed fix the problem, meaning the whole situation was user error. I'd strangely never considered this as a possibility until just now, and I could have sworn that the problem was still happening after removing all packed plugins except the MPS. This does explain why the four new lots were specifically what was appearing, and why not datpacking fixed it. I never used more than one at a time, I only used MPS_Submenu Plazas.dat, and moving it out of the MPS folder was actually one of the first things I did in trying to diagnose the issue.
  22. Submenus DLL

    That's perfectly understandable. Modding techniques tend to change over time, I've noticed. For example, puzzle pieces being replaced with flex pieces. While looking for the Maxis Parks to Bottom mod (which may have been on a different site) I actually came across a thread (that I posted in) from back in 2012 that said submenus are impossible, and yet here we are. Starcraft 1's official editor StarEdit actually got discontinued because the third-party alternatives like SCMDraft were much better. And there's the whole thing in Gmod with LVS superseding LFS. MPS was first released back in 2016;, back then, submenus were deemed to be impossible. Even I thought such a thing could never happen without a miracle, and even lowkey considered an effort to just organize button order so that sets were properly grouped together. Since it in my experience only happens when the main .dat file is further datpacked using JDatPacker, there must be something going on with the format when .dat files are datpacked further. I originally thought that it was choosing exactly four lots because the connectors file has four lots and there was an override taking place as a result of two files becoming, but in my more recent testing (datpacking just the main and texture override files) that wasn't the case. This revelation shows that there is indeed a pattern to why those four specifically, but beyond that, nothing seems to line up beyond coincidence. This bug is a particularly strange one...
  23. Submenus DLL

    Those ones are most likely waste-to-power lots. I guess it depends on the exemplar.
  24. Submenus DLL

    It might be under a different submenu, but I'm not certain. As for my experiments: No datpack, no submenus- All MPS items appear in the Parks Menu, below Kelongs Datpack, no submenus- All MPS items appear in the Parks Menu, below Kelongs No datpack, submenus- All MPS items appear as intended Datpack, submenus- Only the plaza advertising column, phone booths, toilets, and vending machines appear in the menu. Other items are absent from the submenu and appear in the base Parks Menu, below Kelongs. dll logfile reports that all the other submenus are blank, so it's not realizing the lots are there. The MPS has two dat files, so what could potentially be happening is that in the process of datpacking, the number in the second file, which is the connections, is overriding the number in the first file, so the submenus think that there's only 4 items to load and thinks the remaining submenus are empty since it's only counting 4 items or something like that. The order of the files doesn't seem to matter, though; in fact, deleting the seawalls file didn't fix the problem either. Is anyone else (memo in particular) able to reproduce this bug on their end? The affected download is the Modular Plaza System.
×