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Everything posted by Wiimeiser
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challenge upload Modular Plaza System (MPS)
Wiimeiser commented on 11241036's file in Parks & Plazas
Submenus are broken when the mod is datpacked, only 4 items appear in the submenu. I think this might be due to the datpack causing the second file's (the connections) total file count to be used for both files together, but that's just an educated guess. I'm also missing dependencies for the 2x2 market, some market stalls, and the advertising column. -
It's specifically the MPS that's having issues when datpacked, regardless of whether or not the submenu is datpacked. The screenshots below show what it looks like. The second is interesting because the four lots that still appear in the menu don't get their base texture overridden, while the ones missing from the menu do. I don't know what could be going on; I was previously missing the Loading Hooks dll which is why the Parks Menu wasn't sorting correctly, but installing it didn't fix the issue. The last screenshot shows what the unpacked MPS file structure looks like, in case it helps any. One thing I did notice is that the second file in that folder has 4 items (the TE lots shown in the first two screenshots) which matches the number of lots that appear in the submenu, making me wonder if JDatpacker is the problem... Is anyone else suffering this exact problem? ...I might need to do more experiments to figure out exactly what's going on, but I can't think of what else to try...
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It appears datpacking may be causing issues, as with the Modular Plaza System when I datpacked it only four lots appeared in the menu at all.
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AFAIK most if not all of what has been lost forever is either -Really old stuff. -Any PLEX stuff that's not here. -Technically WolfZE's stuff, though it still exists offline.
- 124 Replies
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- sc4evermore
- sc4devotion
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I know PEG Utopian Canals (1 2 3 4 5 6 7) are appearing in the Commercial Lots instead of the Canals submenu, and that there are some parts of the SG Brick Canals (mainly TE bridges) and some French-named canals (possibly this set, I'll have to investigate further on that front) are also missing from the menu while others from the same sets are present. And large portions of the OWW are missing from the Waterfronts menu, including basically all of the OWW1 (1) and OWWr2/OWWx, despite most of the OWW2 being present. I know I have category cities for these categories specifically, so I'll have to go over them again. Does it happen that a certain 742 Evergreen Terrace gets placed in the Worship submenu as well? I assume this happens because the church was used as a template when creating those lots (it's obvious with the house since it doesn't have a custom query sound and just uses the church bells)
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I had an idea last night, but couldn't post it because my internet was down due to extreme weather: With the Parks Menu, Maxis lots should go directly into the main submenus and custom lots should ideally go into sub-submenus. "Open Grass Area" should be in the Modular Parks submenu (as it's technically a modular park; in particular, the SFBT Medium Wealth Paths use it as their filler and don't have one of their own) So it's not like Starcraft 2 at all, at least not with the "show" functionality. But, would overriding the lua be possible?
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I think there's a dual system given that lots can be just locked, or completely hidden, like with MML-hidden lots. Thinking about it, it might even be similar to Starcraft II's requirements system, at least in concept, except coded in lua instead of xml. Though you should probably ask someone else about that as I'm not familiar with SC4's equivalent beyond how to fix the Area 5.1/Air Force Base conflict.
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I think it's just that they don't have the proper OccupantGroups... That said I could share the cities and/or some screenshots over Discord, or I could make a list.
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So it appears that the mod that moves the vanilla parks to the bottom of the menu is overriding all but one of the submenu categories. It shouldn't be since everything is in dat files and the submenu dats are in a subfolder, so maybe there's something else at play. Also, I've made cities that are just collections of the canal and waterfront lots I found that should be in submenus but aren't. I don't know if that helps any, though...
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I think we should wait for a consensus on how the menus will be laid out. For example, should path sets be further subdivided by the particular set, like PEG Pine Paths vs BSC Parks vs Big Paeng Theory.
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Region View Census UI - DLL Plugin
Wiimeiser replied to Null 45's topic in SC4 Modding - Open Discussion
Okay, I downloaded it again, and it seems like the problem is fixed. -
Region View Census UI - DLL Plugin
Wiimeiser replied to Null 45's topic in SC4 Modding - Open Discussion
Maybe I'm using an outdated version? -
Region View Census UI - DLL Plugin
Wiimeiser replied to Null 45's topic in SC4 Modding - Open Discussion
The crash mentioned above only happens in blank regions (regions with no city files, including regions created by the game itself), though I haven't tested if it happens when some cities are present and others aren't. Seems like it might be a null pointer exception, not sure how that could be fixed... -
Bus/Subway Station Directional Arrow and Placement
Wiimeiser replied to corint's topic in SimCity 4 General Discussion
Yeah, I had a sunken rail station with its reverse end to L1 RHW-2 and there were actually commuters using that connection. -
How Should Use Open Grass Area Really?
Wiimeiser replied to Propfam's topic in SimCity 4 General Discussion
You could probably fit Queen's Passage in that space, depending on what you're putting at the opposite end. RN my access to this lot is a bit iffy because the submenus are only partially complete in the Parks menu and I've only been able to find the Plazas button in the complete mess of lots there...- 10 Replies
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For the first IIRC there's possibly some sort of hardcoding, though I might be mistaken. The rest I wouldn't know, though I believe the Subway was lower in older NAM versions.
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There's also this way of adding submenus, but I'm not sure of what the consequences of not having every single lot in a given set would be. Only one way to find out, I guess...
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Interesting transitway. Never seen it before... Private model, perhaps?
- 21,242 Replies
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- simcity 4
- custom content
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A bug I noticed before- Original OWW is missing from the Waterfronts Submenu. I believe OWWr2 is as well.
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[SC4DBPFLoading] A DLL that reduces SC4's startup time
Wiimeiser replied to Null 45's topic in SC4 Modding - Open Discussion
Didn't crash for me, though I loaded a fairly simple city that's light on plugins. Windows 10 64 bit, if it helps. -
For the feedback, I'm liking what's been done so far. That said, the Healthcare menu needs a bit of cleanup, due to people starting to use it once the Parks menu got too full. For the Parks Submenus, I thought of that because there was an absolute ton of stuff in my parks menu, enough that it would take 8 minutes of nonstop scrolling to see it all. So all the bigger menus definitely need to be sorted. Off the top of my head, there's: Parks Menu: SimGoober Canals* CallaGrafx Canals SG-Cal Canals ACS* Oppie Canals* Moonlight JPN Canals RPK* Diggis Ponds PEG Ponds PEG Canals* BSC Parks* WMP Alotments Dutch Parks Royal Park Set Park Collection (Monkeywater, Dinky, Etc) Paeng Memorial Paths Paeng's Urban Gardens Paeng White Sand Paths^ Big Paeng Theory Low Wealth Parks Set Medium Wealth Parks Set* High Wealth Parks Set PEG Pine Trails* PEG Narrow Trails BSC Narrow Trails BSC Rural Set SFBT Sand Paths SFBT Parks (w/ Roadside Garage) Copacabana* Some guy's new bike paths*(?) Misc. Transport Menu: Modular Parking SPAR Logging Roads* Health Menu: Multiple path sets Landmarks Menu: Industrial Fillers Castle lots I can't remember anything else *IIRC these are missing vital lots (ask me for more info) ^This actually uses your terrain mod's beach sand texture.
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I think we might need to sort the Parks Menu by not just type, but also park/canal/etc set... I just recorded a seven minute video of nothing but scrolling down.
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The submenu icons being circular and looking like menu buttons is a good idea because apart from consistency they also look markedly different from what's already in the menu. Now, if only we could program the game to not close the menu when you pick something... Then it would be perfect. Almost.
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The Future of SC4 Modding: The Matter of Digital vs. Disc, and Windows vs. macOS in the DLL Era
Wiimeiser replied to Tarkus's topic in SC4 Modding - Open Discussion
I guess it depends on the particular games you two are launching. What works and what doesn't? -
The Future of SC4 Modding: The Matter of Digital vs. Disc, and Windows vs. macOS in the DLL Era
Wiimeiser replied to Tarkus's topic in SC4 Modding - Open Discussion
I think it's mainly an American thing, and I'm not sure of the specifics, but there are a lot of zoning laws that prevent mixed-use zoning in the US. Which is probably why SC4 never had it. EDIT: Wikipedia link
