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Swamper77 Seaport Support File - issues
fisherman783 replied to fisherman783's topic in SC4 - Custom Content
Date: 10/4/2005 1:52:19 AM Author: Swamper77 I beginning to think there is a limit to the number of seaports the game can support.... quote> So, the limit would be what, four? That's the number that your mod is designed to handle, and five is how many crashed my computer last time. Five seems a strange number for a hardwired limit; I'd expect something more along the lines of 4, 8, 16, etc. The numerical limit hypothesis also wouldn't account for the fact that I experienced the crash to desktop with only /two/ of the four (PEG CDK & MrTrueSage, I believe) installed initially, along with the PEG small seaport. Well, I moved the S77 mod folder from the game's plugins folder to the MyDocs plugins folder and it appears to have fixed the problem, at least for now. But it's still a mystery to me why the bug would have existed in the first place - if files load alphabetically, the S77 mod was still scheduled to load after all the junk it modifies. Unless... unless I'm forgetting to factor in the original simcity.dat game files or something...? -
Swamper77 Seaport Support File - issues
fisherman783 replied to fisherman783's topic in SC4 - Custom Content
Date: 10/3/2005 1:12:17 PM Author: Swamper77 Could you please list all of the seaports you are using so I can troubleshoot what is causing the conflict? -Swamper77quote> I am currently using all 4 seaports supported by the mod (MrTrueSage, Tropod, Thalassicus, PEG)... and, I just realized, the new PEG CSK small seaport (https://www.simtropolis.com/stex/details.cfm?id=13747), though that is supposed to function independently of the original seaport. -
I downloaded the Seaport Support File by Swamper 77 and his re-re-release of the PEG CDK seaport, already having the MrTrueSage seaports. Next time I loaded the game and tried to place a PEG seaport, the game crashed to desktop. I thought, maybe I have to have all 4 seaports for it to work properly, and downloaded the other two. They similarly crashed the game to desktop. I believe I installed the files properly and deleted the old PEG seaport files. The actual mod is in a subfolder that should load it after all the files it modifies. What else do I need to try in order to fix this?
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I certainly don't have enough mod experience to tell you for sure if it's possible, but I would guess that it's not, and that even if it is, it would be far more trouble than it's worth. You'd probably have to create a special set of road tiles for the F1 roads (which generally aren't able to service residential areas), and then you'd have to tell them how and where and when to display the cars if you wanted that realism, then do a city ordinance-like thing to bring in the dough...
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Date: 8/20/2005 7:33:09 PM Author: Teirusu Yeah, that was I. The dashed line modd for roads is https://www.simtropolis.com/idealbb/download.asp?fileID=4445&topicID=63700&forumID=124&catID=13 If you want it to work with ANT you should be able to change all the IIDs to 0x5Exxxxxx -Teirusuquote> Thanks much, Teirusu. I took your file, switched the instance IDs over and it worked exactly like I was looking for.
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Date: 8/20/2005 1:49:47 PM Author: qurlix I live in the country and those roads are just as common as double lined ones around here; I always wondered why there weren't any in the game. Probably since sims' cars can't pass each other, they decided to leave out passing zones...quote> Yeah, and for most of them the speed limit is as high as any urban freeway. I know I'd enjoy making rural areas and suburbs a lot more (realistically) with something like this. note: If you want double diagonals, you'll want the 0x5e014e0# series, too.quote> I've got a whole list of textures to do if I go back for round 2 and that's on it.
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Date: 8/19/2005 4:39:42 AM Author: frimi2There are many more diagonal pieces in the ANT and there is no Problem to find them with the Readerquote> I interpreted this as just look harder. I went back and found one more set I'd looked over the first time, 0x5e000A0X, but that didn't work either. Why are there so many diagonal textures, anyway? Visually, they appear to be identical. For what are they used?
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Date: 8/19/2005 3:44:06 AM Author: mrdavis13 I wish I could help but I can't even figure out how to 're-texture' roads. Can u help me?quote> I didn't know either until last week. There are plenty of tutorials on the site. To get a start, look for ones on the Reader and FiSHMan. All I did for this was use the one way road textures as a template and paint over them in Photoshop; the Photoshop 3 pt line just happens to be exactly the same size as the original road lines.
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Perhaps this would be better placed in the NAM discussion thread, but those 100 pages of replies... shudder... Anyway, I decided to try re-texturing some of the ANT to turn it into a 2-lane, dotted-yellow rural highway like the ones that crisscross the collective backwoods of the US. I figured it wouldn't be too big a job, because only the straight and diagonal and orthogonal pieces would have to be changed; curves and intersections would realistically have the usual double-yellow lines. The orthogonal piece worked fine: but I hit a hitch with the diagonal piece. I went through all the FSH files in the ANT .dat from the NAM, and found two sets that looked like they might be the diagonal piece - Instance IDs 0x5e00140X and 0x5e00080X. I tried replacing both, but neither changed the look of the diagonal pieces. Any help?
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Oh, one more, Tropod. Assuming this is the appropriate thread for bugs... seems like it. Note the odd diamond-shaped pit... it was spontaneously created upon plopping. I've had this happen with both varieties of the OnSlope road puzzle pieces, too. I believe I've used the road pieces more than the others, but so far it's only the road puzzle pieces that have done this. Coincidence? I don't know, but hopefully you guys will be able to figure it out.
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In line with what xiziz posted, I noticed that the problem happens with roads, and when only one side is connected:
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