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Everything posted by kegsmr
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Anyone have an idea why Region Census is producing this corrupt image?
kegsmr posted a topic in SC4 Bugs & Technical Issues
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. -
Anyone have an idea why Region Census is producing this corrupt image?
kegsmr replied to kegsmr's topic in SC4 Bugs & Technical Issues
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! -
Anyone have an idea why Region Census is producing this corrupt image?
kegsmr replied to kegsmr's topic in SC4 Bugs & Technical Issues
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!! -
Hello Simtropolis community! I'd like to share with you something I've been working on the past few months. As many of you may remember, back in 2018, SimCity 4 got its first real multiplayer mod, in the form of Poppy Multiplayer Regions by @jmak. Many of you may also know that the mod is now deprecated as the main servers have long been shutdown. If you're anything like me and enjoy multiplayer SimCity 4, you might be wondering these past years whether there will ever be a real successor to PMR. That successor is finally here. These past months I've been working to revive multiplayer SimCity 4, in a project I'm now calling the SimCity 4 Multiplayer Project (SC4MP). This project takes many cues from PMR, while introducing many enhancements. Namely, the barrier of entry to joining and hosting servers has been drastically lowered. Anyone can join a server, without even registering an account, and anyone can host a server, so long as they know how to port forward and bypass firewalls (standard for almost all multiplayer game hosting). The code is all open source and on GitHub. And you can download the latest release of the client and/or server and start playing multiplayer SimCity 4 today. I also plan to put a more complete version on STEX in the coming months. There are still a few features planned and certainly some bugs that still need to be resolved. For now, I would like to list off some of the features of SC4MP that make it the most complete SimCity 4 multiplayer mod to date: "Sandboxed" launch directory: like PMR, the SC4MP launcher loads a server's plugins and regions to a special directory specifically for SC4MP, meaning playing on multiplayer will in no way interfere with your singleplayer plugins and regions. Claims system: SC4MP uses the same claims system as PMR, with the added feature now that servers can set a "claim duration," after which the claim on the city will expire and other players will be able to claim the abandoned city and continue where the previous player left off. This allows for dynamic region gameplay even late into the lifecycle of a region. Godmode filter: by default, servers disallow saving until a player has established a city. This means the cities that appear in the region view are the cities that have already been claimed. Every tile that appears unoccupied in the region view is actually unoccupied. Multiple regions per server: servers can host multiple regions at once. Players can switch between them without restarting their game. Easy regions refreshing: refreshing regions in SC4MP requires zero interaction with the launcher. Simply load the region titled "Refresh..." and the launcher will do the rest of the work for you. The launcher is able to recognize when you switch into the refresh region by monitoring and parsing the "SimCity 4.cfg" file. Support for any region configuration: the SC4MP server is built to interpret save pushes from any region configuration. It does so using a dual-filter system. The first filter eliminates all tiles that do not border all the other tiles. The second compares checksums of the datetime subfiles of the incoming saves and compares them to the ones stored on the server. The second filter only accepts saves in which the in-game time has advanced. This however comes with the caveat that sometimes you are required to unpause your game to save. Custom plugins: the SC4MP Launcher allows local plugins to be loaded in alongside server plugins without any modification to your singleplayer plugins directory. Simply specify your singleplayer plugins directory in the launcher settings and your plugins will be loaded in the next time you join a server, so long as that server allows custom plugins. Cache: the SC4MP Launcher keeps a rolling cache of files downloaded from servers, sorted by checksum. This allows for fast loading times on servers which you have previously joined. The size of the cache is configurable to save disk space. Easy savegame retrieval in the event of server outages: the savegames from the last failed save push are automatically copied into the "downloads" subdirectory of the regions directory when connecting to a server for easy importing in-game. Recurring server backups: the SC4MP Server comes with a recurring backup system built-in. The backup system comes with a configurable backup interval and is designed to save space as much as possible. Server browser: the server browser allows players to view the list of active servers and connect to them seamlessly. Servers can be sorted by their ping, download size, claimed area and more. Here are the downloads on GitHub: client: https://github.com/kegsmr/sc4mp-client/releases server: https://github.com/kegsmr/sc4mp-server/releases The official server is at: host: servers.sc4mp.org port: 7240 Stay tuned for more updates. And check out the website: https://www.sc4mp.org/
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
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).- 28 Replies
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Got a quick SC4 question?... Ask here!
kegsmr replied to City_Slider's topic in SimCity 4 General Discussion
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. -
Got a quick SC4 question?... Ask here!
kegsmr replied to City_Slider's topic in SimCity 4 General Discussion
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? -
Got a quick SC4 question?... Ask here!
kegsmr replied to City_Slider's topic in SimCity 4 General Discussion
Great. Which DLL mods fix the RCI bugs. SC4Fix.dll? -
Got a quick SC4 question?... Ask here!
kegsmr replied to City_Slider's topic in SimCity 4 General Discussion
Thanks. So from what I understand, the simcity_1.dat patch can be replaced by DLL mods. Is that correct? -
Got a quick SC4 question?... Ask here!
kegsmr replied to City_Slider's topic in SimCity 4 General Discussion
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? -
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:
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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
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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.
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
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:- 28 Replies
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Hello Simtropolis, This thread is for showcasing cities and regions on the SimCity 4 Multiplayer Project (SC4MP) network. Visit the website at www.sc4mp.org or see the forum post for more information. -------------------------------------------------------- I'll start with my humble city of Belgrade (not Serbia), that you can find on the "MEGAREGION" server: Strange nonstandard interchange: Downtown: Suburbs: University of Belgrade: Highway curve:
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Is CAM and NAM Compatible With SimCity 4 MULTIPLAYER MOD?
kegsmr replied to MichaelJBull769's topic in SC4 Modding - Open Discussion
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. -
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.
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Here's the current state of the "Alpha" region on "SC4MP: CLASSIC". For the first time, all tiles have been claimed.
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
The megaregion doesn't come with the NAM, but you should be able to load in your singleplayer plugins folder in the launcher settings under "General".- 28 Replies
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
Thank you!! Here's the forum thread:- 28 Replies
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
Also, if any STEX admins are lurking this thread and are interested in possibly integrating the multiplayer mod into the website somehow, I did create a web API that provides you the server list in JSON format: http://api.sc4mp.org/servers I used this to add a live server list to the SC4MP website: http://www.sc4mp.org/ (The stats for official #2 is wrong. I need to fix some bugs in the stat calculation) You can find all the JavaScript necessary to read the data in the website's source code.- 28 Replies
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
I'm a big fan of your road design. We do have a channel on the Discord server for showcasing cities. But on ST, I wonder if I could create a City Journal that other people can contribute to. If not, I could make a separate showcase thread. You can also ask on the discord server who your neighbors are, and you can coordinate neighbor deals with them. Come to think of it, I should also add a way of messaging other cities through the launcher. That will come in a future version. Glad you're enjoying the mod so far.- 28 Replies
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
Hello, have you tried running the launcher as administrator? I've never encountered this issue myself, but I know some other people have had similar problems, and running the launcher as administrator solved them.- 28 Replies
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
Hi, sorry for the delayed response. If you'd like, you can join the discord server and we can get to the bottom of this. Use the #help channel.- 28 Replies
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Introducing the SimCity 4 Multiplayer Project
kegsmr replied to kegsmr's topic in SimCity 4 General Discussion
Hi, I would try downloading the zip file instead and installing manually if the installer isn't working.- 28 Replies
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