Jump to content

kegsmr

Member
  • Content Count

    81
  • Joined

  • Last Visited

Community Reputation

144 Grand

2 Followers

About kegsmr

  • Rank
    Junior

Recent Profile Visitors

1,511 Profile Views
  1. So PNG is still not working, but I've discovered a new type of image corruption. But exporting as JPG actually worked perfectly. Thanks y'all!
  2. I actually didn't notice at all that you can choose between PNG and JPG. I'll try switching the format back and forth and I'll let y'all know if it works. Thanks!!
  3. I've generated images for this region before without encountering this particular problem. I did have to use the NTCore 4gb patcher at first to get it to work at first though (program ran out of memory due to the massive image size). If anyone has any clue as to why this is happening, I'd much appreciate the help. I'm stumped. Thanks.
  4. Oh the API is just a way to display the server list on a website. It's how I display the server list on https://www.sc4mp.org/. If anyone is interested in displaying it on another website, maybe even ST or SC4E, you can parse the JSON at https://api.sc4mp.org/servers in JavaScript and display it on a webpage. The API pretty buggy and unreliable right now but I'm working on improving it. Also planning on making a custom URL scheme, probably `sc4mp://<host>:<port>` that will be associated with the launcher when you install it, so you can have join buttons on a website which open up the launcher and connect to a given server (same way Roblox works if you've ever played it).
  5. Cool, thanks. I was wondering for my multiplayer program. It wasn't loading DLL plugins before I added a functionality that copies them to the top-level of the `Plugins` directory. Only problem is plugins such as the disable cheats one that requires an extra file to function. Gonna have to figure out a solution for that.
  6. Do all DLL plugins only function when placed a the top-level of the `Plugins` folder (not in a subdirectory)? Is it just a fact of how the game loads DLLs?
  7. Great. Which DLL mods fix the RCI bugs. SC4Fix.dll?
  8. Thanks. So from what I understand, the simcity_1.dat patch can be replaced by DLL mods. Is that correct?
  9. I vaguely remember hearing about a new version of CAM coming out soon. Would the new version (if it exists) still require installation directly to the program files sc4 directory, or have they figured out how to contain it in the plugins folder?
  10. Might be a long-shot, but would anyone here happen to have the "Anise" region from the original PMR saved on their disk somewhere? Perhaps if you never deleted the _PMR folder from your SC4 documents directory? I have the Basil region still, but not the Anise region. I'm putting together a showcase server on SC4MP. Edit: Actually I was just able to reconstruct the Anise region using the PMR cache I still had saved on my PC. If anyone has a later version of the region, I'd still be interested. But this is now hosted on a showcase server. Check it out:
  11. SimCity 4.cfg parsing

    Awesome, thanks for the info. I didn't know the Gzcom DLL project already parsed the config. I might reference that project in the future if I need to parse any more files.
  12. The latest version of the launcher is out now, featuring automatic updates, a game overlay, and estimated loading times, among some bug fixes. You can get it on STEX here:
  13. I figured out how to parse some values out of the SimCity 4.cfg file, and I figured I'd post my findings here since I haven't seen this done before. Besides the directory subfile, the SimCity 4.cfg contains only one other (compressed) subfile with the type ID of a9dd6e06. This contains the last viewed region, last played city, and last used mayor name. The subfile itself appears to be filled with zeroes, with each of these values found at specific offsets. I'm sure graphical settings and such are encoded in this subfile too, but I haven't figured out how to parse those yet. The last city name can be found at offset 110 (0x06E) The last mayor name is at offset 622 (0x26E) And the last region name is at offset 3774 (0xEBE) All three of these values are null-terminated strings. So you read the string until you read 0x00, then terminate the string. These offsets should be correct if my DBPF decompression function is not broken, which it maybe potentially could be. The purpose of this is for the SimCity 4 multiplayer launcher, so it can automatically switch between region maps depending on what's found in the SimCity 4.cfg file. The code for this project is at https://github.com/kegsmr/sc4mp-client/. And here's my function to read these values from the CFG file (it can be found on the feature branch in core/dbpf.py): def get_simcity_4_cfg(self): data = self.decompress_subfile("a9dd6e06") self.simcity_4_cfg = {} data.seek(110) # 0x06E self.simcity_4_cfg["LastCityName"] = self.read_nullstring(data) data.seek(622) # 0x26E self.simcity_4_cfg["LastMayorName"] = self.read_nullstring(data) data.seek(3774) # 0xEBE self.simcity_4_cfg["LastRegionName"] = self.read_nullstring(data) return self.simcity_4_cfg
  14. NAM, and basically any other mod should work with SC4MP. The only mod I'm not sure works with SC4MP is the CAM. This is because certain components of the mod need to be installed directly to the SC4 installation directory. I've tried loading the mod through SC4MP without completing the install directly to the SC4 installation directory, and it seems to work, but demand seems to be incorrectly balanced. Provided you've already done that step though, loading the CAM through SC4MP should be the same as loading it from the documents folder. I suspect that if the server is failing to run, it's something else besides the plugins. If there are any errors you can post, we can get to the bottom of it.
  15. Show us your Multiplayer Regions!

    Here's the 100x100km MEGAREGION as of today. It's about 50 cities built by around 25 different people (with little coordination). The population is a bit over 3 million. Hopefully we'll fill up the whole map eventually.
×