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31 Rising StarAbout nathkel
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Maybe (assuming all this can be done as you think) we can reach some community consensus on the order of the view buttons. I have never liked how illogical the list was, and if all goes well, we can put them in a more sensible order.
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Now that sounds like a useful tool! Quick question: are the vanilla trees considered flora for this special dozing?
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Let's write our own SC4 Building Styles
nathkel replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
I would love to be able to see either a mixing of styles, as you would have in any large city, as well as a sequential set of styles, so that as the city evolves the style of the buildings changes ever so slightly. That way you could go from primitive to futuristic over a few hundred — or maybe a few thousand — years. Would it then be possible to have two separate exemplars depending upon the type of style appearance you want to see (mixed or sequential)? -
My Real Fix for Eternal Commute Loop problem
nathkel replied to Kel9509's topic in SimCity 4 General Discussion
I'm wondering now if the ECL is what's preventing my hub city from building in NYC-style downtown. I cant get the skyscrapers to blossom!- 13 Replies
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- eternal commuter
- simcity 4
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So im guessing the residents in this neighborhood are seagulls and goats? 😆
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De-signalization of Road Intersections I only recently found out I could put a OWR1 tile in the middle of a Road intersection and it automatically builds an intersection with small turn lanes. This tells me the technology exists for something else I would like to see: Road intersections without signals. This vould be useful for residential blocks and country roads. I can do two-way stops at Road intersections but I need a four-way stop. Perhaps inserting a single Street tile into a Road intersection can accomplish this. Or is there another way already?
- 1,636 Replies
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- NAM
- network addon mod
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Exemplar standardization in the age of SC4 DLLs
nathkel replied to nathkel's topic in SC4 Modding - Open Discussion
Thats okay. I wanted to see if there was any consensus on standardization esp. because of the difficulties of grouping lots for the submenu DLL. My thinking is that many other games, esp. those set up for modding, use templates for each type of asset. In the case of SC4, our templates would be agreed-upon exemplars with agreed-upon fields. You would think this would be standard practice, but if you've tried to mod someone else's lot, you would find this isn't true. We all have borrowed exemplars and lots from existing assets, and changed the values or pointers for our own lots. But I'm hoping to see is something of a repository for these template exemplars that lot builders and modders can draw from, but also be used by the team that will standardize the old previous lots. I think current lot builders wouldn't have a problem adjusting as long as the standard template was universally accepted and functional for the kind of lot they want to do. -
In order not to hijack this thread with the discussion of standardization, i have started a thread here.
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Exemplar standardization in the age of SC4 DLLs
nathkel posted a topic in SC4 Modding - Open Discussion
This discussion was started in the submenu dll thread and was branched off to this thread for continuing discussion. My original thought stemmed from the difficulty that I and other modders as well as the DLL creator has when updating the exemplars of old, archived, but still usable lots for SC4. What I was proposing is that a team should take up the task of providing standard exemplars (not standard values) for those old lots. This would make it easier for future DLL functionality, but how the exemplars should be standardized is up for debate, which is what this thread is for. I have my own proposals, but first want to get the perspective from other lot creators and modders. For example, many lots do not have the ability to custom rename them in-game (such as schools or parks), but perhaps these fields should be included in all lots. Another example is the mis-classification of some lots, such as church lots being classified as municipal buildings.The exemplar was obviously copied from another and therefore uses the wrong fields. This is the kind of standardization I'm referring to. -
The different mods can of course have their own standard. I think it would be best, however, if we had what you might call a Vanilla standard, or perhaps Vanilla + NAM. All custom lots that do not require one of the mods would be the ones included in the standard or vanilla canon. If we start standardization from the vanilla/NAM mod, then the exemplar standards can be kept separate for the other mods, and assembled at their own time by their own teams.
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I have a feeling this new DLL will soon become an integral mod in the same way NAM has become. And I'm wondering if this would be the best motivation and time to standardize our thousands of user-created Lots so that this and other future DLLs can easily accommodate older lots and ploppables. What if we started a "task force" to apply standard exemplars to old lots to bring them up to date, as well as provide standardized instructions for modders of new lots to follow so that this and future DLLs can easily include all types of custom material? If this sounds good in principle, then i suggest we start a new thread to debate what the lot standards should be if the author wants them included 8n the "canon," if you will.
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No, i found it... I cant have the KEYCFG file open in iLives when playing! Im hoping we can someday use this dll to assign key strokes to cheat codes. For example one key press to toggle drawpaths and hidepaths. Is that possible with this dll?
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This DLL is worth the DL just for the draggable streets alone! No more looking for the right puzzle piece! I did have a problem with editing the KEYCFG sheet though. I opened it in iLives 1.54, commented out the shortcuts i wanted to get rid of and changed a couple of others. I saved it but it didnt take when i went to play. Is there something more i have to do?
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Very sleek design and excellent choice in the main font! The reorganization doesnt get me lost, and im digging the 3d buttons! A couple of minor criticisms for your consideration: 1. The font size for both the Data View/Graphs and the "cheat box" is awfully small for its color (white on light gray?) I would suggest giving the text in the dashboard a dark color or increasing the size about 25%. The cheat box font size, even though its black, is almost invisible, and the a's look like o's. Dont know if you can do anything about this as it was bad enough without the new skin. 2. Might i suggest changing the pause button to a bright red? Since you removed the pause outline, which is fine, it makes it more difficult to see if ive stopped the engine. One day i hope we'll have a GUI Ray Charles can see! 😀 I love the new look and im not going back. I hope youre inspired to do more skins with different vibes.
- 19 Comments
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- ui mod
- user interface
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Is there a list of supported and unsupported NAM intersections?
nathkel replied to nathkel's topic in NAM & Transit Networks
You rokk @Flann! Exactly what i need!
