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Somnolence

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Everything posted by Somnolence

  1. I used DBE with DBE toggler for years with no issue, but at some point the DBE toggler dialog just stopped appearing and the game would start as if I didn't even have DBE. I inspected the DBE folder and it turned out that the DiagonalBridgeEnabler.dat file got empty (not deleted, literally empty, as in, 0 bytes). so I guess the "I didn't even have DBE" part was technically true? This was easy to solve, I just replaced the .dat file, but I don't know what might have caused the issue. I don't even know what happened last time it had worked (although it might have been a CTD or force-quit). Is this a known bug? Not that it's a hard-to-solve issue, but it still shouldn't happen. Note: I did switch to Linux+Wine at some point, but that's not when the issue started occurring.
  2. I deleted the cache and tried the update command again, no issue. Could have been an incomplete download due to very poor connection that I am having today for some reason. Thanks for replying quickly anyway!
  3. [Preface: I run Linux.] Works great when downloading from STEX alone, but it seems not to download from SC4E properly. Whenever there is a SC4E dependency, it returns an error along the lines of Operation aborted. Failed to extract <home directory>/.cache/sc4pac/coursier/https/www.sc4evermore.com/index.php/downloads%3Ftask%3Ddownload.send%26id%3D3%3Asc4d-LEX-legacy-bsc-common-dependencies-pack The file is recognized by the system as an archive, but cannot be extracted manually either. The error itself doesn't provide much info on how I could fix it :/ [Edit: I should point out that when I rename the archive, I can open it manually, but then it won't get recognized by the program.]
  4. Sounds interesting, but does it affect the gameplay in any way? I assume it depends on whether the city date does anything (except for the fireworks thingy).
  5. The DAMN manager (EDIT: I assumed you meant this) worked out of the box for me. The DAMN mod itself needed some fine-tuning, though.
  6. To anyone wondering if this works on Linux, I tried it and... it does!
  7. This can actually apply to SC4 too, but I'm asking specifically for C:SL. So, cities develop at much lesser populations in the game than in real life. At least from my experience. The least populous city with metro I've seen is Genoa (wiki link here), with around 600k inhabitants. On the other hand, the cities I build rarely go over 100k, even if they're dense and highly developed. That being said, what's the adequate population to start building the metro network? Or does it, perhaps, depend on more factors?
  8. Possibility of a tool that does this automatically? I was wondering if there was an efficient way to render a map of a city (and subsequently, a region), but not from a tilted perspective (like in region view), but rather in the same way as regular real-world maps. In Cities: Skylines, there's a tool that reads city saves and renders maps, and I am looking for a way to do the same thing in SC4. Obviously, it's inherently more difficult, because of the "openness" (or lack thereof) of SC4. So I guess the question I'm asking is, is it even theoretically possible to have the same tool for this game? My ideas on how it could be done manually Now, I've seen a guide that recommends screenshotting data views (however, if someone knows a better way, be sure to let us know). The guide that I've seen suggests using that screenshot as a guide, and drawing the map itself in Photoshop/GIMP/a similar tool. However, I think using JOSM (or perhaps another OpenStreetMap file editor ) to trace and draw the map, and Maperitive to render it, is a way more practical and versatile way of doing it. To those unfamiliar with OpenStreetMap and related tools: OpenStreetMap is a world map, just like Google/Apple/etc. Maps, but it is edited by the users themselves. As the name says, the mechanism behind it is completely open-source, meaning that anyone can make their own map using it -- including fictional maps! In fact, there is an entire community that does exactly this (OpenGeofiction). The maps can also be edited and saved locally, and then rendered using Maperitive. That being said, my idea of the process is this: somehow obtain the "guide" trace the map in an OSM editor (optional) add more features to the map that can't be added in SC4 (e.g. administrative borders) and save the .osm file (optional) customize the rendering style for Maperitive load the map in Maperitive and export it That's it! Apologies if someone made a similar thread already, but I couldn't find one. Anyway, let me know what you think!
  9. Thanks, I'll check that out. I figure you're referring to what I called a "tilted perspective", which is to my knowledge, indeed hard to "remove", since despite using 3D models, SC4 is a 2D game (right?). That's why I figure region maps aren't a good starting point. I'll see what SC4Cartographer can do, and maybe improve it using OSM tools. However, that is possible only for "symbolic" maps, not for "satellite" (or mixed) maps.
  10. When I try to make a draggable overpass over a MHO highway, it looks normal, but it doesn't allow commuters to travel over the highway: I tried to use a puzzle piece overpass instead, and it works, but it doesn't look nice (I use a mod which replaces brown boxes with RGB glitches, not sure if it affects this): The same thing happened with a RRW overpass, except there are no L1 RRW puzzle pieces, so I am temporarily using a L2 overpass (edit: I double checked, and the RRW overpass actually has the paths. There must be another reason why commuters aren't using it, but that's a story for another thread). Is this a known issue, and if so, how do I fix it?
  11. Okay so a similar visual glitch appears with monorail. I have never used the Bullet Train Mod, in case that's relevant. P.S. should I make a new thread for this, since it isn't path-related?
  12. I had never heard of that mod before, but you got me intrigued so I installed it, and... voilà! I don't know what was going on before, but this way not only did I fix it, I made it look way nicer than I expected, too. why yes, I did install a sidewalk mod as well Not gonna lie though, this all was totally worth spending an evening on.
  13. The name says it all. Are there any incompatibilities that could be caused if I just temporarily remove CAM from the plugins folder? I think not, but I figure it's better to ask.
  14. Okay, it works if there's a RHW network under the underpass, which is cool. I hope the next NAM will make RHW-2 over rail overpasses possible, which is what I need right now, hah. Thank you Hal and Flann for your help again.
  15. Thanks for the video. I have three things to say: Sorry for making you read that old unpronounceable username 😅 It works for all networks except for RHW-2. There are no starter pieces for RHW-2 (after all, why would there be?), so when I do the same thing, I get L0 instead of L1 RHW-2. Where did you get those textures for the menus? If there is a black/lime version of that texture, that'd be awesome. Again, thanks for taking the time to help.
  16. The slopes are not a problem, the problem is I'm not sure what you mean by dragging the RHW right below the overpass when it doesn't let me drag from the OST piece (it says unsuitable area to build network). I've also tried dragging the RHW-2 perpendicularly, but that didn't help. I think I know what you mean by using the disconnector, but I can't even get to the point where it makes sense to use the disconnector, i.e. I can't even build an "empty" overpass, as seen in your first screenshot. Thank you in advance.
  17. Can you please explain what you did step by step? I can't even get past the "build the overpass" part (i.e. I can't build the overpass itself).
  18. Network Addon Mod (NAM) - Cross-Platform

    Hi, it's me again, with a completely unrelated issue. I hope it's still appropriate for this thread. This happens when I place a FlexOST for RHW. It prevents me from making nice compact overpasses; instead, I have to make it one tile longer so I can add a starter piece. Is this expected behavior or am I doing something wrong?
  19. Network Addon Mod (NAM) - Cross-Platform

    You were right. I removed HRS and now the textures are just the way they should be. Thanks!
  20. Network Addon Mod (NAM) - Cross-Platform

    Hi. I have a problem, the same problem that I had with NAM 39 (I never installed 40, but I figure that doesn't matter): As one can see from the attachment, my MHO textures don't work as intended, more precisely, the ground MHW looks like a non-MHO MHW, and under the overpass it looks like a RHW-8S with a US texture (which is weird because I installed European ones), while the elevated MHW looks the way it should everywhere except on the overpass, where it looks like a non-MHO MHW. Also, this seems to be solely an issue with textures. Paths are right where they should be. I deleted all my previous NAM installations, and checked for additional MHW textures (and found none). Any help would be greatly appreciated.
  21. Network Addon Mod (NAM) - Cross-Platform

    I found out what caused most of the issues, and I will say what happened so that others know not to make the same mistake. Namely, I forgot to uninstall the previous NAM I had, and now that I did uninstall it, the EU textures and the roundabouts came back. However, ground MHW still looks like normal MHW instead of like MHO/RHW-4, even after reinstalling NAM. What's interesting is that the paths from the DrawPaths cheat still look like it's a MHO/RHW-4. L2 MHW still looks like L2 MHO. If it's of any importance, the previous NAM I had was 36, i.e. I never installed NAM 37 or 38.
  22. Network Addon Mod (NAM) - Cross-Platform

    I don't know where else to ask this so I hope it's appropriate to ask here. Namely, when I installed NAM 39, my RHW textures changed (the lines on the inside are yellow and not white as before), and my ground MHW started looking like RHW-6C instead of like RHW-4. Also, road and street roundabouts don't seem to work anymore. Is this expected or did I do something wrong?
  23. DISCLAIMER: I'm not an author/owner/advertiser of this site. This is a non-profit site that I just want to share for fun. Hey everyone, I would like to present to you a "geofiction" site, OpenGeofiction. If someone is familiar with OpenStreetMap, this is based on the same mapping system, but for fictional maps of an Earth-like, non-fantasy world. It also has a fictional news website and a fictional wiki. I found it quite accidentally, when I was looking for some inspirations for a fictional flag (I wanted to do a fictional country in SC4), but later I got intrigued and joined the community. An important thing to note is that this isn't really a game. It's a site for designing fictional geography, history and urbanism. That being said, there are no simulations, or anything automatic, really. The members of the community design their countries and histories thereof, by themselves. When it comes to international relations, it's all a matter of discussion. Some countries are owned by individuals, some countries are developed by multiple individuals, and some of them are free for all. After 7 days of editing "free for all" countries, you can ask the admins to claim a territory. Things you can do there that you can't do in city-building games: design nature not suffer from bugs and shortcomings of the simulation easily organize a country and its international relations Things you can't do there that you can do in city-building games: have a simulation of city growth see rendered streets/buildings, etc. have some guidance on how what is supposed to look Since many people here are into this kind of stuff, I figure some of you would like to participate in the project. I'm looking forward to Simtropians joining it !
  24. Save Warning

    Thank you so much for this! I've lost some of my favorite cities due to that bug.
  25. Is it 4 years already?! I don't want any more radio DLCs btw, but your stories and screenshots are amazing.
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