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mittfh

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About mittfh

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  1. As a side-issue to that of modding the game, a couple of related technical things it would be nice to see: a) a better exception handler! If the code's robust enough to avoid a CTD if something goes awry, it would be great! b) if a base texture is unavailable, treat it as transparent: display the ground texture rather than the 'out of bounds' texture (in SC4, the blue 'graph paper' that usually appears outside the city boundaries). c) if a plugin's missing, display the filename / exemplar name rather than an ID number, so you've got a better idea of what you accidentally deleted (or failed to reinstall)... d) terrain reconciliation between two 'Mayor Mode' cities that doesn't destroy half the infrastructure of your city! Ideally the damage should have a radius dependent on the altitude change of the boundary, or cities are separated by a 'buffer zone' of tiles through which infrastructure runs and auto-reconciles - you'd be prohibited from making altitude changes significant enough to extend the impact beyond the buffer zone.
  2. I've downloaded all parts and plopped them on an mp3 cd for in-car entertainment (yes, I am that sad)... ...together with my self-produced collection of Lemmings! and Oh No! More Lemmings! music (Acorn version, mp3'd)... (Even sadder?!)
  3. Actually, it makes sense from a modders' perspective to initially release the game without modding support, then add it at a later stage. It gives people opportunity to play with the 'raw' game, get the 'feel' of it, and thoroughly assess its capabilities / limitations before being allowed to run amok with modding tools. It of course also gives them plenty of time to roam around the game files and speculate on how it's built.
  4. That's a useful point, and the distance travelled can easily be worked out from the distance between the house and the nearest suitable job - multiply that by 12-14 to get the weekly distance (assuming they work five days a week, that would be 10x the distance - then add a day or two's worth at the weekend to handle shopping / visiting attractions etc.).
  5. There are a couple of single carriageway motorways in the UK - although they tend to be very short and are generally used as a glorified sliproad. The exception, of course, is Aston Expressway. While it is theoretically a seven lane single carriageway for much of its length, in reality it functions as a six lane road, with an empty lane separating the two halves (as the central lane contains the gutter, motorcycles are barred from it for their own safety). Morning rush hour: NNNN-SS Between times: NNN-SSS Evening rush hour: NN-SSSS Another concept increasingly being used over here is ATM (Active Traffic Management), also called Managed Motorways. This includes a combination of VSL (variable speed limits) enforced by numerous gantries, VMS (variable message signs) and cameras; hard shoulder running (hence at intervals there are buildouts for emergency refuges); and CCTV mounted on the gantries watching the hard shoulder, so if a car breaks down on the hard shoulder and can't reach the emergency refuge, the hard shoulder behind the car is closed and traffic diverted onto the three 'normal' running lanes.
  6. Just been thinking about what GlassBox could theoretically be capable of (but probably won't do). For example, on the cars front it would theoretically be possible (although this may be a level or two of abstraction too detailed for EA/Maxis' liking!) to factor in car size (average / maximum number of occupants), fuel tank size (the size of the fuel 'bin') and efficiency (assuming the engine knows how far the car has driven, it should be possible to factor in the number of tiles it takes to use up one unit of fuel). Then you can program in rules about what type of car Sims will drive - namely the bigger their family, the bigger the car they'll use; while the wealthier they are, the less efficient car they'll use. So a wealthy singleton may drive a fancy sports car that can hold a maximum of two and need to visit a fuel station almost every day; while a family on moderate incomes may drive a seven-seater MPV with reasonable fuel economy. Of course, depending on the extent to which GlassBox is opened up when the game's matured enough for them to allow modding, it may be possible for statistics freaks to implement this kind of detail even if it's not provided natively. Of course, adding too many simulations may cause performance problems if you don't have 32 GB RAM
  7. Sims are dayflies?

    "A separate program" So something akin to a reincarnation of "Streets of SimCity" and "SimCopter" then? Actually, it might not be a bad idea - use SimCity to create and develop the city, then the alternate program that takes your city at a snapshot in time and allows you to roam around it by whatever form of transport you choose. However, if it was to be done as a standalone product, it would probably only be able to work on 'baseline' (i.e. completely unmodified) cities. Alternatively develop something that could either be completely standalone or integrated into SimCity (to take advantage of mods). Even then it needn't be as seamless as UDI - clicking the activate button would save the city and load the new interface, then when you were bored you could either exit to desktop or reload the city builder.
  8. I meant a Wine version from several years ago - it may have been somewhere around the 1.0 mark. My box has been upgraded / reinstalled a few times over the years, from Mandriva 2008.0 running GNOME 2 to Mageia 1 running Xfce (albeit with a tiny GNOME panel for Webilder and gcdemu as xfapplet's no longer supported). Back then it was a 32-bit install with 2 GB DDR2, now I'm running a 64-bit install with 8 GB DDR3 (hence I can allocate 2 GB to VirtualBox so allowing both Linux and Windoze to run simultaneously and be [relatively] happy). So once I've sorted out which particular native dll is currently causing wine to crash, I'll have a go at installing SC4 in my wineprefix...
  9. Not to mention the M49, which is a glorified 5 mile long pair of sliproads...
  10. The Roadgeeks of Simtropolis

    Well, the 3LSR can theoretically be done on two levels (even with standard Maxis highways) - albeit with a rollercoaster ride of a roundabout, which by necessity would have to be fairly large to accommodate the NAM ramps from ground level (under the one highway) to bridge it over the other highway You could even do something approximating the bizzare Great Barr roundabout, where both sets of sliproads are attached to the same part of the roundabout (either because the housing had already been built and there wasn't enough room to squeeze in the sliproads on the Western side of the roundabout, or because in their correct location they'd be too close to the sliproads for the M5).
  11. The Roadgeeks of Simtropolis

    In the UK there's an entire community of road geeks called SABRE (Society of All British Road Enthusiasts)... I've occasionally participated in the forum there but I'm not geeky enough on the subject to warrant spending significant amounts of time there. Oh, and to avoid performing necromancy on the "cool interchanges" thread, one of the members has produced this guide to common interchange types (the three level stacked roundabout is as common as muck over here)
  12. Here in the UK, someone's written a comprehensive guide to the UK's Bad Junctions, including the truly amazing (*cough*) M50 J3. Meanwhile, we also have a junction that looks absolutely fiendish from the air but isn't actually that bad to navigate: Gravelley Hill Interchange, a fiendish bit of engineering since a river, a railway line and a couple of canals also pass through the site. The road to the south west also has a feature that can't be modelled in SC4: tidal flow. During most of the day, the seven lanes are divided into three inward bound, a separator lane, and three outward bound. During the morning rush hour it's reconfigured to four in, two out; while the evening rush hour is four out, two in (always keeping one lane clear - although the aerial photo suggests not everyone takes notice...).
  13. Amusingly, the BSOD screensaver for Windows was provided by... ...Microsoft themselves! Evidently some of their developers have a twisted sense of humour Meanwhile, one day I'll have a go at installing SC4 under my wine prefix - I once had it working several years ago, then a Wine update broke it, and I haven't tried since... I currently run it via a Virtualbox Vista install (running directly from the HDD of a laptop whose MoBo borked after 18 months - HDD extracted and installed in my desktop box). Just as one day I'll figure out how to get Rosegarden to play the music I'm editing...
  14. I thought the name of this was too good to be true - even more so when I saw the filesize - then I saw the date posted... and had a good giggle at the description
  15. Update: found everything except the city I was working on at the time in the Downloads folder. So I used SC4T to regenerate the region in a different folder, imported and tweaked the missing city, and have restarted it again. Yeah, it was slightly annoying to lose it, but since it was only a couple of evenings' worth of gameplay (and there were a couple of aspects of the city I'd developed I wasn't too happy about), it wasn't a big deal. Yeah, so in future, before mucking about with region folders, back 'em up first! Oh, and take the occasional backup of the entire Documents\SimCity 4 folder
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