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Everything posted by GMT
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Yeah, I guess they're a little big (Would be a nightmare to park there), I'll probably change it up sometime later. They're from the 8 level modular parking garage set you can find on the stex. wouldn't exactly call this too big... at leat not in the total number. hard to do a good search on it, but Denver Intl. has a total of over 40.000 spots (hard to believe but that's the number they give), LAX has about 8000, others don't give a number (ATL, JFK) but I expect them to be in the likes of LAX... the design of the parking could be better tho...
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Is SimCity Soceities underrated or a bad game?
GMT replied to Mr Saturn64's topic in City-Building Games
just from the topic headline: it's definitely not underrated... leaves only one option: bad game. -
this question has been asked a bazillion times already, guess we should really make a sticky out of such faqs. the problem is that the game runs so many calculations the bigger the city gets, but is stuck in the 32bit world there was 10 years ago, so no matter how powerful your system is, sim city will take it to it's knees. it can't work with more than 4gb ram due to it's 32bit design and multiprocessing was a thing of the future back then, thus having no support for multicore systems. the better your cpu is, the better the game runs but only on one core and the othes fall asleep idling around... sort of. the more ram isn't that much of a solution cuz the game can't handle more than 32bit adresses fast hdd/ssd help a lot with loading times but not with the simulation itself. if EA was a cool publisher one might have a chance to expect some anniversary patch that might help with that, but... lol... EA... soooo, long story short, embrace the lag as part of your sim city destiny. also, browse the technical issues threads, there's a couple of threads that give you some advice on what you can do to stabilize gameplay, but don't expect mirracles
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whenever the nemesis pops up in resident evil 3. and in resident evil 2 right at the beginning, in the cop station, the long hallway to the left, when the lickers come through the window.
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skyscraper sprawl and loads of green inbetween, with submerged transport. wont get much more futuristic than that
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now aint that a nice idea with the multilevel props...
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cant think of a title R* hasn't delayed lately... I was actually expecting - but somewhat doubting - it'll come to this... oh well, scratch that summerbeachpartychillininthesun then, september's gonna be a closed blinds month
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well then, it's official, NO SPRING 2013 release September 17th is the date to mark: EDIT: great day, instead of the earlier promissed "cover reveal later that months" - with today being the last chance - we get a release date, a 4 months delay AND no cover art
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1 hour of gaming and archived 11 million population city
GMT replied to tomas1990's topic in SC4 Showcase
2billion wild boars? now that's one epic bbq -
they keep delaying it... used to be 1.3, then 1.4 and now it's even most likely NOT 1.5 either I slowly wonder if it'll be implemented at all
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Rigs of Rods uses an open source engine called OGRE. It's the same developper tho, BeamNG. BeamNG left OGRE behind and works with Cry Engine 3.4 now (plus this video is featured on crydev.net) so I wouldn't call it an implementation but rather the next step... either way, it's not GTAV and that's what the message is all about
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this video is FAKE. period. in fact, this video is a pretty old summer 2012 tech demo of what the CRY ENGINE 3 is capable of using soft body physics. GTAV, just like all R* titles since 2006 (when they abandoned RenderWare), uses "Rockstar Advanced Game Engine", aka RAGE.
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construction is one of the most corrupt businesses worldwide. a couple years ago in cologne, germany, subway construction caused a tunnel and the above ground to collapse, thus destroying a historical archive with invaluable fortunes of local history... and killing 2 peeps (iirc, but there were fatalities). turned out some of the workers made necessary iron wireframes disappear - supposed to fortify the concrete used for the tunnel walls - and sold them to scrap dealers to make an extra buck. and this is just one of the more dramatic events, you can basically get a daily dose of workers and/or contractors screwing over house builders, from minor things to total losses. not to mention the weirdness that federal construction projects always turn out to take much longer and cost much much more money than initially calculated, but I guess that's what happens if 2 corrupt "businesses" join forces most recent case in germany is berlin's new airport, about the biggest shame for this country since ww2... exaggerated, but you get the idea. you wouldn't believe how much corruption was at work here. "oh, there's an A380 gate? I'm mayor of Berlin, let's make sure my good friend can place his restaurant right there..." (true story)
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also keep in mind that the region view is just a patchwork of screenshots, and full of glitches. sometimes the edges don't match each other, like they are displaced by a few pixels. sometimes the pictures are cristal clear and the other instance, they are quite blurry... I don't think there's anything to do about it but to live with it
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feed the beast is one of the best minecraft mod compilation available atm here's a nice review video of it. to me, it seems a bit too overloaded. I had some of the mods "standalone", namely buildcraft, computercraft and industrialcraft, which totally overburdened my brains playing minecraft each on their own adds SO many new stuff to the game that it basically totally changes gameplay (go figure, mods change the gameplay) but the 3 of them together? you seriously have to re-learn the game. EDIT: but as awesome the pack is, the devil - again - lies in the software updates since the pack adds like 5 times as many things to the game as the vanilla version has, so you gotta be carefull updating your game yeah, like I said, FTB is an awesome pack to get if you want to enhance you're minecraft experience, but you gotta be prepared for a custom content overkill.
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I've decided to go vanilla for now... (except tmi, reis minimap and smart moving) layed down 25L/07R today and finished the approach lighting of 25R/07L incredibly time-consuming "fun" even tho I use mcedit for the main works
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video game violence is not a new problem. who could forget, in the wake of simcity, how children everywhere took up urban planning? - stephen colbert
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still you need to reinstall all the mods after every update because of the minecraft.jar being entirely rewritten upon updating the game. only way to work around is to keep a backup of the modded minecraft.jar, but this in turn means that the updates aren't complete thus leading to missing new vanilla-content or even a defunct game... in the worst case at least. either way, I'll wait for the big update implementing "real" modding compatibility. maybe then, things will be different...
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he gave the game poor modding compatibility in the first place... go figure, a do-whatever-you-want-game comes with poor modding... anyways, no matter if notch is still involved or not, the modding community is so damn strong that it really lies beyond my understanding why the compatibility of the core game and the mods is in such way that every miniscule update requires a complete reinstallation of all mods.
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1 hour of gaming and archived 11 million population city
GMT replied to tomas1990's topic in SC4 Showcase
I was pointing out that you don't actually need to mod commercials AND residentials (what mrbisonm insists on happening here) to achieve such a high number of residents because the stock game comes with more than insanely high occupancies already (just look at Hamster Tenements and ask yourself: how the hell do 8146 sims fit in this house?) so, if you go and mod a small lot to offer the maximum amount of jobs (65536) and tomas said he did that with a 2x1 lot... thats "just" about 180 of them, covering 0.005% (360tiles) of a large city tile to offer jobs for the 11.8mio residents shown in the screenshot. Without any modding, yes, there's no way to even remotely fit almost 12 million into a single large tile, but that was never the case here EDIT: in theory, with lots modded to maximum capacity, no demands but jobs and a 1:1 job/inhabitat ratio, you can come up to over 2billion sims in a large city tile (1x1 lots, 65536 inhabitants or jobs per lot, 65536 tiles on a large city tile, 4.29billion jobs and inhabitants, divided by 2 to reach the 1:1 ratio, thats 2.15billion inhabitants)... just saying... -
1 hour of gaming and archived 11 million population city
GMT replied to tomas1990's topic in SC4 Showcase
I must speak in favor of the occupation figures, bear in mind that many stock highrises hold several 1000s of sims: Project Hope: 6517 Project Bootstrap: 6978 Hamster Tenements: 8146 Simland Hi-Rise: 8060 Tina's Tenements: 6260 ... just to name those R$ beyond 5000, and I can assure you this city tile houses many many many of these just to make a small calculation for the Hamster Tenements, highest occupation residential building from the unmodded game, which sits on a 4x4 lot: the number of sims from the screenshot (some11.8mio) would take 1454 Hamster Tenements... 1454 times a 4x4 lot would be covering 23264 tiles... 35% of a large city tile. considering that obviously not all houses are the Hamster Tenements, there's streets aswell as a commercial booster and that the city tile is covered to about 3/4, I'd like to go ahead and call the number of residents at least not impossible with standard statistics residential housing -
same here for the time being... still seriously annoyed... had some fine ideas... damn you notch
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1 hour of gaming and archived 11 million population city
GMT replied to tomas1990's topic in SC4 Showcase
when ugliness turns beautiful. love the monotone "sadness" (in lack of a better word) this city has... -
I really hope they finally sort out frakking mod compatibility... really annoys the sh... out of me that for every darn x.x.1update I have to completely re-arrange all the mods...
