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Wiimeiser

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Everything posted by Wiimeiser

  1. Actually not that common in America possibly outside of skyscrapers, and possibly illegal in most cases. Previously I had asked for remakes of the SC2K arcologies, though as eyecandy. And yeah, zone rotation does need work. It's the one thing in the genre that hasn't really improved since SC2K...
  2. Submenus DLL

    I have the same opinion of 4. That wound be for the submenu where we put the Pactagon, New WTC, Mattb325(?) transit alleyways(?), the building clusters from the misc. unsorted garbage section of my Parks menu, etc...
  3. Submenus DLL

    Rewards menu doesn't save your position when closing, and reverts to the top every time. Add to that everything not appearing in the menu being deselected when placed once, and the menu closing when you select something (the latter of which should be fixed by either this or another mod IMHO) and I think we should avoid the Rewards menu like the plague unless it's for an actual reward lot that can only be placed once per city and have an unlock condition, so stuff like Area 52, the Tourist Trap, or the Typing Monkey Statue.
  4. Submenus DLL

    Yeah, there's a lot of inconsistency. Most canals are in the Parks menu, but PEG's canals are in Seaports and Landmarks. The Parks menu is so bloated in fact that some paths are in the health menu explicitly because it's so bloated. At one point I tried to get a catalogue of what was even in my Parks menu, but I gave up. Maybe I should try again...
  5. Submenus DLL

    Does anyone think a round icon would work for the standard submenu icon? Lots are rounded squares and menus are ovals...
  6. Introducing SC4Evermore (SC4E)

    McAfee is blocking the site for what I can only assume is being a filesharing site that isn't explicitly whitelisted. You might want to file a report here if you can.
  7. Submenus DLL

    To add to this, I'll throw in the Landmarks menu categories: Landmarks Menu: Real Life Landmarks Fictional Landmarks Other(?) I'll also throw in an idea for the Transit Menus while we're here: Rail Menu: Puzzle Pieces(?) Passenger Stations Freight Stations Hybrid Stations RHSR Stations Yards and Sidings (TE lots that don't function as stations, like the SM2 Roundhouse) Eyecandy Misc Menu: Puzzle Pieces(?) El-Rail/GLR Stations Subway Stations Bus Stops Modular Network Sets (SPAR, Logging Roads, ETC) Eyecandy Airport Menu: Single Airports Modular Airports Seaport Menu: Seaports Ferries Seawalls Canals Other(?) This is just what I thought of. I don't know if this would even work...
  8. Submenus DLL

    You need to add the exemplar yourself as seen above, though I'm not sure of the specifics, like if it can be in a separate file or if it must be in the same file as the original.
  9. Submenus DLL

    Is there a way to do it as a mass separate patch, or does that only work with Maxis lots?
  10. Submenus DLL

    You're right, I should be doing most of the work myself. But cataloguing everything is probably going to require a team effort, especially since I don't have everything on the STEX/LEX/etc... What I listed above is just what's in my Parks menu above Havoc's Giant Rat. Maybe I'll list the rest of it, though I don't know if it'll help in any way...
  11. Can't find it?... Ask here!

    It appears that I need to overhaul my plugins, since I'm missing a dependency or seven...
  12. Submenus DLL

    Looks like there was an accidental triple post. Or was that intentional? Anyway, I'm trying to list the stuff I have in my Parks Menu right now, here's what I have so far: Modular Parking Garage BLS Bridleway JRJ Urban Canals JRJ Rural Walls Cablecar Stockade ML JPN Canals Shotengai Blank Fillers Sign Fillers SP Parking Some misc parks TL Paths (Lots of them) Floating Speedway 3 Avenue Bridges TE Some Japanese stuff that seems to be missing dependencies Duco Fillers Tunnel Entrances More TL parks Boats & Bridges WMP Allotments 3-Lane AVE Roundabouts Murimk/Tariel Boardwalks/Marina Dutch Parks/Plazas Royal Themed Parks Immortal Lot Killer/Misc Utilities Only then do we get to the categories for the vanilla lots All sorts of unorganized miscellany that needs a dire sorting through because they all have the same order ID... Callagrafx Canals More misc, Parking/Alleyways, Oppie Canals... Even more random uncategorized misc... Road signs, Paeng's old gardens, stuff called "Open Grass Area" because official tools couldn't change the lot name... Boardwalks, start of Big Paeng Theory... Traffic generators More Misc, BPT Market Stalls, Sports Fields, Monkeywater and Co... Japanese Railway Lilo Parks SPAM SIP Midi Droit Canal Beaches PEG Memorial Parks More misc stuff, more signs, castle stuff, a giant rat... And that's not even half my Parks Menu... At this point, I think it'd be easier to just dump my whole plugins folder somewhere and let the community sort through it all...
  13. Submenus DLL

    I've been waiting for this. Well, it was more menus, but still. I guess I'll have to go to all the tedious effort of getting every single menu item I have after all... Would be nice to have BSC Parks, PP/BPT, ARS, Dutch Parks, WMP Allotments, whatever set Monkeywater is from, all the canals, etc, within discreet categories. Even just a big category for each type, like one for canals and another for modular path systems. It's going to be a ton of work for modders... I wonder if a simple patch would work?
  14. Modern Rail Station

    Icon is missing (which is what causes the corruption mentioned above)
  15. I wonder if more control over zone rotation is feasible. That's always been a thorn in my side in the genre in general (though it was a moot issue until SC4), and it's contradictory that the game prioritises zones facing roads over streets when the "streets endangered" message is a thing... In fact, Street seems to have the lowest priority of all road networks besides dirtroad (rail networks differ in that zones are actively forced to face away, which is a major problem with GLR because El-Rail paths can't exist on other networks...)
  16. Can't find it?... Ask here!

    What's the sunken plaza in the top right image for the "Show Us Your Cities!" announcement?
  17. NAM.dll Open Beta

    I wonder if RHW tunnels are possible now, or if there's still more obstacles...
  18. It's not that AFAIK, it's when one of the initial tiles (in autoconnect update distance) contains rail paths IIRC.
  19. I'm curious... Would diagonal streets, RHW tunnels and disabled autoconnect, adjacent bridges, and NC streets and OWR now be possible? Or would they require more than just a dll?
  20. Why does this differ between the versions? Is it akin to the crack protection from Spyro 3 where the checksum of the file matters a whole lot and they can be part of the data being checksummed? Or a CASC like Starcraft II, where one file affects all the other files? Or don't we know?
  21. Can't find it?... Ask here!

    I meant the lot with the red-roofed building.
  22. Can't find it?... Ask here!

    I don't think I've seen the waterfront lot on the street before... I might have to load the game and check, but I don't remember seeing something like that in the Malta set...
  23. It turns out the game has a hardcoded height limit of 2770 (no idea why that number specifically), above this height terrain tools do nothing (except lowering tools which will instantly flatten the terrain to the limit before digging down, didn't test smoothing tools, though), and networks don't work (except pipes and subways, didn't test power lines, roads flatten the height to 2770, and everything else reports that the grade is unsuitable even if the terrain is perfectly flat). The game can still render terrain above this height, it merely appears that the terrain tools and networks are hardcoded in the exe to respect an arbitrary maximum height. (Also, this breaks down when you remember the game world was based on California to the extent that diagonal streets were disabled. I guess the game really was intended to be as abstract as SC2K, hence the lack of a way to properly terminate highways in the original game) This is problematic with SC4Terraformer, which sets the default height to 6000 (which is way too much), unless Simmaster is willing to take a look at this then Terraformer is overdue for an update to fix this bug. (This reminds me of a music-related situation in another modding community I'm in...)
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