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Killeroo

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  1. This is a small little tool that I put togther, not really sure who the intended audience is but I figured I would post it here. SC4MessageViewer is a small DLL mod that allows the user to view internal engine messages in realtime while playing the game. It also allows users to configure which events are tracked and what they are displayed as. All events are displayed in a small console window that is attached to the game. It goes without saying but this mod is very experimental and, while it is seems mostly stable, tracking multiple messages/events WILL cause slowdown and having an external window attached to the game will lead to unexpected consequences. Use at your own risk. The mod comes pre-configured with a large list of known MessageIds all from @simmaster07, who's gzcom-dll made this project possible. As always, all the code for the mod can be found on Github. Enjoy.
  2. SC4 Message Viewer

    Version 1.0.2

    131 Downloads

    SC4MessageViewer - A DLL mod that prints out ingame message events Small experimental DLL mod that enables users to view internal events/messages from SimCity 4. Messages are displayed in an external console window. MessageIds can be added or removed using the included config file. Simply unzip the contents of SC4MessageViewer.zip to your plugins folder and open up the game! Disclaimer - This mod is intended to be used as a tool for experimentation and research, this is in no way meant to be used in if you want to play the game normally. Tracking frequently occuring messages WILL slow down your game or cause other issues. In addition to this, having a seperate console window attached to the game will cause unexpected behaviour and have unintended consequences. Use at your own risk. Source code, issues and feedback If you want to have a look at the code, report a bug or suggest a feature head over to Github to checkout the project.
  3. SC4Cartographer

    Glad you are enjoying it Yeah there can be issues with some railway mods, will look to improve that in the next update.
  4. SC4Cartographer

    I can't see it running on mac as it is a winforms application (Windows UI framework). If I release it as a dotnet core commandline application then it could run on mac but it wouldn't have the nice UI.
  5. SC4Cartographer

    Hey, these missing components has a few different causes: In the case of the highways, unfortunately none of them are displayed at the moment. To make SC4Cartographer work I had to decode a lot of transport files inside each city's save game (for tunnels, bridges, highways, roads etc) some of which, like the one that contained highway data, had never been decoded before. As I didn't use highways much in my cities I didn't get round to adding them. But seeing as it is one of things that I see asked for the most I might get round to adding them when I next work on the program. As for the rails not rendering properly, that is a bit irratitating but I can see how that could accidently happen and I can see how it can be possibly fixed. Not sure about the GLR networks, I don't actually know what type of transport that even is so not sure why those are missed out, depends what transport file inside the save those are saved under and if SC4Cartographer is reading them. I don't actually use NAM so don't have save game files that I can use to make sure this stuff is properly displayed. It may sound like a complete pain but one of the most helpful things you could do to help me resolve this would to get in touch with me directly and we can find a way for you to send me this savegame along with some screenshots of the ingame transport dataviews. That is the only way I can see alot of bad NAM rendering getting fixed. As for highways if I end up working on this again I will probably aim to get that added.
  6. SC4Cartographer

    SC4Cartographer reads the data directly from the transport subfiles in city save games themselves.
  7. The library is built around reading and loading data from save games, not writing data back to the save file. Although it is now conceptially possible to do so, it would be a quite a bit of work, but definitely possible. If someone would like to take on the task I wouldn't stop them. In terms of reading the contents of the budget subfiles, the structure of the subfiles are apparently known, so an implementation could be added (pull requests are always welcome ).
  8. SC4Cartographer

    Hi, I have added the features you suggested in the latest version.
  9. TLDR; I created an open source .NET library that you can use to easily load data and subfiles from SimCity 4 games. It's called SC4Parser, you can find the source code, documentation (with examples) and the pre-built library over on GitHub. Hi, for the past few months I have been working a tool that creates pictures of maps from SimCity 4 save games. As part of the project I needed a way to load and read data and some subfiles from the SimCity 4 savegames. Unfortunately, dispite the format of SimCity 4 savegames being well documented, I could not find any libraries that did what I wanted and would work with C#. Additionally, most code that I did find also relied the same old C source file to decompress items within the save games, which was a pain to get working with .NET. So in the end I decided to use the excellent research and information on the SC4 Wikipedia to build a parsing library of my own, which may save some people some pain and time. It has the following features: Find and load data/files from save game using TypeID or TypeGroupInstance (TGI) Methods to load common subfiles from a save game (Zone, Building, Transport and Terrain files) Automatic QFS decompression As mentioned above, the library contains a few implementations of common subfiles found in SimCity 4 savegames, some of these implementations are fully complete and others are partially completed but can still be used: Buildings Subfile (Fully Implemented) - Contains a list of all buildings in a city TerrainMap Subfile (Fully Implemented) - Height map for a city Network Subfile 1 (Fully Implemented) - Contains all ground level network tiles (roads, rail, streets etc) Network Subfile 2 (Fully Implemented) - Contains all underground network tiles (subways etc) Bridge Network Subfile (Partially Implemented) - Contains all bridge tiles in the game (decoded during development) Lots Subfile (Partially Implemented) - Contains a list of zones in a city RegionView Subfile (Partially Implemented) - Contains general city information If you are interested, you can find more info about what is implemented, along with documentation and prebuilt versions of the libary as well as the source code over on GitHub. I hope that this provides a useful framework for others to build small tools, scripts and other programs using data found in SimCity 4 savegames and even if you don't use C# I hope that you find the code useful for working out how SimCity 4 save games are put together. Pull requests, issues and features are always welcome. Enjoy.
  10. SC4Cartographer

    Thanks for the comment, I am glad you like it. I have updated the listing with the executable in a zip like you suggested. Also thank you for the feedback and ideas, I am taking a break from the project this week as it was quite a lot of work to get it ready but I will put your suggestions into github and will include them in the next version.
  11. SC4Cartographer

    Version 1.1.0

    942 Downloads

    SC4Cartographer - Generate and save map images from SimCity 4 saves. Small tool that allows you to create, customize and save map images of cities. Has the following features: Fully Customize zone colors and map backgrounds Customizable map proportions (perfect form making or printing posters) Browse through available save games and regions or load specific save files Map preview with ability to zoom Prerequisites Single executable, does not require installation, can be placed and used anywhere on computer. Only requires .NET framework 4.7.1 or higher if you do not already have it installed. Source code, issues and feedback If you want to see the code, report a bug or suggest a feature head over to Github to checkout the project
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