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jeremy12

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Everything posted by jeremy12

  1. CitiesXS Questions

    see my signature
  2. Unlocker mod for CXL

    Originally posted by: Ilikeseattle jeremy12: It is not that 5 people live in a 40 story building, it is just that a 40 story building has 5 times the workers as 2 houses. The T3 residential buildings have population counts in the thousands. Jesse Swiss: The population on some of the buildings will actually go down, if this is made more realistic.quote> umm maybe you should confirm what you are saying Below is a T3 building, and as you can see only providing 12 workers...
  3. Unlocker mod for CXL

    Originally posted by: Asheroo @ Jeremy12 - The Wetlands. That city I won't be doing a journal on, but will post some pics of it in development at my thread over in the English section of CitiesXS.com @ Mentarman - The effects are still there. And yeah, completely agree with you there, the tall/big offices needs LOTs more qualified workers. The other amounts are fine, but there are hundreds of average offices in the buildings. Also maybe more in the medium and low density offices. Same with industries as well.quote> i am working on a mod to increase the numbers of buildings, not just for the companies but the T3 residences as well (5 people live in a 40 story building... i dont think so) it will also make leisure pay the city, it will all be part of a "realism mod" Its moving a bit slow right now as i am also in the process of bringing my old Website back online as well, i am planning on it being a mod to launch the new site, as well as a new version of my mod creator tool
  4. Unlocker mod for CXL

    Originally posted by: Asheroo Karel53 over at CitiesXS has unlocked even more buildings and the ability to to build the blueprints from the other menus, and will build right up straight away. Here are some of the very few things it unlocks... quote> any idea what map that is i like its layout
  5. Unlocker mod for CXL

    Originally posted by: dirk Originally posted by: mr-tom Yes - that's a fair point - apologies. Simply mentioned it as the ongoing situation is pretty pertinent to whether we're allowed to make mods, release mods and (especially) to host them on Simtropolis...quote> I'm going to allow this and I will take responsibility for any issues that may arise. Let's see what you got. quote> well....
  6. [Mod] Water Anywhere

    Originally posted by: Stewy13 I'd like to add that while there are "a lot" of these mods popping up from Jeremy, it's not like he's stealing anyone's thunder. If you haven't noticed there aren't that many mods for Cities XL anyways Also it's nice for once to actually see things happening in this forum besides just questions. So until things pick up even more I'm pretty sure the mods won't mind this for now. quote> exactly if i have multiple mods for 1 thing they go in 1 thread otherwise every mod is its own it gets it's own thread until a moderator says otherwise
  7. [Mod] Water Anywhere

    Originally posted by: povis123 Can you write your mods in one topic? Now to many topics from you with little mods. PS. This mod function was in Maoku Sandbox modquote> some people dont want full sandbox
  8. Unlocker mod for CXL

    Originally posted by: Chiverito I thought that Cities XL was originaly distributed by Namco/Bandai... Atleast thats what it says on the back of the box (Cities XL Limited Edition) "Marketed and Distibuted by Namco/Bandai"quote> In the UK it is.......... http://www.gamesindustry.biz/articles/namco-bandai-partners-to-distribute-cities-xl-in-uk (says Publisher Namco..) http://pc.gamespy.com/pc/cities-unlimited/ (says publisher MC) http://store.steampowered.com/app/35500/ (publisher focus home interactive) http://pc.ign.com/objects/142/14231775.html (says publisher MC)
  9. Unlocker mod for CXL

    Originally posted by: kiwispanker here's what it may include - French, then English given per bullet. taken from generation city; author: Arcadoli Decompress (Unpack) a file or a folder of files (e.g., Pak Patch, Lvl, Floor, Sgbin) Compress (Repack) data into a patch file. Unpack SGBIN files while automatically converting them into MC-DDS DDS standard, which are editable. Duplicate objects through recompressing SGBIN files that were converted into DDS and DDS-TM and gives a new name for the object. You can duplicate an object, change its texture and its properties. An Explorer that shows all the uncompressed data in the game; graphics and text with the possibility of configuring with external editors to edit text and graphics more easily and with a simple right click. Export / backup your cities by creating a text file that contains the list of your mods installed to make it easier to share your cities online. (If a mod has been used in a city, it will need another machine to open the city) Import: up to 10 cities can be imported into the slots added and will not replace the official maps. "Plat Pays" have been added for this purpose: two per region for the first 5 regions. It is on these cards that the cities will be imported cities. A help file which will be expanded gradually with tutorials. A link to "Check for updates" Further improvements will follow: (Easy addition of new cards (maximum 9) in the region "Generation Cities" ...quote> where is this? in your other post you said GC? For orginizing and multiple people working on mods together the best way to do this would be through SVN on the google projects site or some other place that supports SVN Edit: Found it http://generationcity.exprimetoi.net/equipe-de-creation-gc-f11/a-venir-notre-outil-pour-le-modding-t1190.htm
  10. I am Finally Taking The Plunge To This Game!

    Originally posted by: Ilikeseattle [Takes out copy of Limited Edition] * Windows XP or Vista *1.5 GB RAM (2.0 for Vista) * Intel Core 2 or higher *NVIDIA GeForce 8800/ATI Radeon HD 3850 or higher with 512 MB RAM. This implies that it is multi-threaded but I never noticed that (I have a quad core). I use a GeForce 8500GT and I can run medium even though my recommended settings are "LOW" also. The point is to raise the settings up as high as you can go when taking pictures.quote> I have a 4870 with 1GB ram and a Dual core E8600 (highest end dual core on market) 8GB system ram running windows 7 and i run on full settings x6 AA and the mod file for higher settings then high in game normally allows and i run the game just fine around 50fps the only time i get a performance lag is inital load of my bigger cites
  11. Unlocker mod for CXL

    Originally posted by: Stewy13 Think I might have to start prepping a list of custom content I want to either see in the game or maybe Cities XL is the game to learn about modeling, texturing and all that fun. Do we have any word on adding custom buildings yet, or we still just looking into what we can find already in the game? quote> Most of the work right now is looking into modifying whats here already, im sure someone is looking at adding but give that one time once we have the modifying and unlocking perfected creating will only come easier
  12. Unlocker mod for CXL

    Originally posted by: kiwispanker also, Ilikeseattle, you mentioned that you would like to see some alley ways in the game, i think i could do that...although it may conflict with GlobexCo's road mods...meaning i'd have to use an already existing road file....or maybe we could make our own. it would be the first uploaded building to the game! i say this cuz citiesxl treats roads like buildings. hmm...forget the other stuff i just said i wanted to do...i'm going to make a road! quote> let me know where you get, i was looking into making the same thing tonight, ill hold back and let you look at it let us know what you find.
  13. [Mod] No Air pollution

    yes i will remove city wide from harbors but i will be leaving the local pollution (same thing as the power plants and landfills) Remove to much and theres a point where you make the game trival... you have to think about some planning...
  14. So from GlobexCo's idea of trying to revitalize the modding community i also wanted to try and centralize all of the mods into a easy to find edit and post area So i came up with a Google Code Project named Cities XL Mods With the idea that anyone can join and have the ability to Post/Edit downloads, and it will provide a wiki for mod creators to post information about their mods (or for others to create it for them) Now before the comment start i want to say While there are other solutions out there like sourceforge, this would be the easiest for non technical people to get into and as it is hosted by Google it will be fast, reliable, always easy to use, and will only get better features. I will be looking for at least 2 people to help administer the project as well, these people will have the ability to add people and edit their permissions One of the last benefits i want to mention is the SubVersion System, this would allow us to take on really big complicated mods, as it can be and shared between all the developers. Project Page http://code.google.com/p/citiesxlmods/ Join Project Page http://code.google.com/p/citiesxlmods/wiki/JoinProject Let me know what you think Edit: A few of the benefits for you and everyone for that matter.. All of the mods in one place will increase traffic and visibility of EVERYONES mods You can Archive old versions of your mods (because you never know)
  15. Cities XL Mod download site

    Originally posted by: GlobexCo Originally posted by: jeremy12 Originally posted by: [iCE]{man} I think this is a good idea. Keeping the mods on a central and easy to find place can only be good. I personally don't know terribly much about computers and stuff, and I think I'm not the only one. With one place to download will allow these people to find their way too. Does the STEX work in another way or something? It is on this site, so seems like a good idea too. quote> STEX would work but you can tell its meant for Sim City 4 (one game) it would be nice if Cities XL was split off then i never would of brought this up i just find it a bit clunky for multiple games (Ie the search) there is no way to say search onyl Cities XL hence why it would be nice to separate themquote> STEX files have already got tags for CXL/SC4, they were added in November, when the first mods have been released... And in the STEX search section there's already a button for Simcity4 and one for CXL... quote> go there, click on cities XL then use the search box (i only see one its on the left) and search for sandbox, 5 results none of them are the 1 mod for cities xl
  16. My mods

    Originally posted by: Ilikeseattle It would be a good idea if the gas stations were shops that consumed fuel and produced retail.quote> ya i was trying to mod it to do that. And I have it working but for some reason its pulling up as a pharmaceutical factory not a gas station for me so its hampering my progress trying to figure out why, even with his mod not mine it does that, even with no mods at all but his 1 mod it does it so yaa im confused
  17. With the Great Code base from bacter over at xentax.com i have created a Application with a nice UI that even uses language configuration files so it can be localized. I am looking for someone to create any translations if i cant find any one soon i will make start them with Google Translate. You can find and download the application (and source) Over on Google Projects at http://code.google.com/p/citiesxlextractor/ There is also a Issue Tracker so if you have any issues please post it there or in this thread. I started this application as a extractor and with the recent repackager code surfacing i have included it Download at http://code.google.com/p/citiesxlextractor/ To Request Features, Submit Bugs, Or Request any change to the application Submit them at http://code.google.com/p/citiesxlextractor/issues/entry To Offer Help with the program Just send me a message New In Version 2.1 (Released 6/7/2010) Download Here Minor improvement to the backend extractor as it sometimes froze on big files at the end (but it extracts fully...) might need bit more of a change here in next version as its a reduced issue not a fixed one Added a option in the right click menu for easy patch file creation New Right Click Menu: I did not update the source download for 2.1 if you want/need it pull it from the source area of the site via SVN i will only update the source download for major changes Coming Soon: App Options Panel Right Click menu options for extracting Ability to turn off right click menus in options panel (or chose specific ones)
  18. Version 2.1 (Released 6/7/2010) Download Here Minor improvement to the backend extractor as it sometimes froze on big files at the end (but it extracts fully...) might need bit more of a change here in next version Added a option in the right click menu for easy patch file creation New Right Click Menu: I did not update the source download for 2.1 if you want/need it pull it from the source area of the site via SVN i will only update the source download for major changes Coming Soon: App Options Panel Right Click menu options for extracting Ability to turn off right click menus in options panel (or chose specific ones)
  19. My mods

    Originally posted by: povis123 New car parking mod added, you can find it "there"quote> hmm when i apply it it seems to give me a pharmaceutical factory not a gas station...
  20. Unlocker mod for CXL

    well regardless of what happens all i know is this is the most active i have seen this game excluding the first 2 months of its life, so even if someone did buy the rights to CXL thy would be killing their own game if they chose to stop it... (if "they" exsist)
  21. Cities XL Mod download site

    Originally posted by: [iCE]{man} I think this is a good idea. Keeping the mods on a central and easy to find place can only be good. I personally don't know terribly much about computers and stuff, and I think I'm not the only one. With one place to download will allow these people to find their way too. Does the STEX work in another way or something? It is on this site, so seems like a good idea too. quote> STEX would work but you can tell its meant for Sim City 4 (one game) it would be nice if Cities XL was split off then i never would of brought this up i just find it a bit clunky for multiple games (Ie the search) there is no way to say search onyl Cities XL hence why it would be nice to separate them @mentarman im not sure if i am not following you or your not following me im not saying we dont post threads here for the mods. Jut place the raw files in 1 place (like the stex, but you can see my issues with STEX above)
  22. [Mod] No Air pollution

    Originally posted by: mentarman I was finally able to go through and test all the manufacturing and heavy industry. These are the ones that still produce pollution. Heavy ind, low density: Charcoal refinery Heavy Ind, med. all fine Heavy industry, high density: all fine Manufacturing, low density: Small warehouse Pharmaceutical Factory Sewing workshop Manufacturing, medium density: Materials warehouse Tool factory Manufacturying, high density Pharmaceuticals Factory BTW, not being ungrateful, love the mod and there is a lot less pollution, just trying to help you produce a mod that delivers all it can. quote> yup i don't have a industrial city to much yet so it helps, would be easier if MC actually put all the buildings in the same spot grrr i think they had a few devs that were smoking the good stuff going hahah lets put manufacturing buildings in the utilities area
  23. Originally posted by: mrtnrln Another question. Could you lower the costs of a highway city link? C100 000 seems a bit too much, and they drain my city's budget. Also, the Airport costs only 36 000 per month. So how about C10 000 per highway city link?quote> Yes i was debating on this i think i will make a V2 and leave both up, i was just waiting till someone showed some interest :-P Originally posted by: mentarman Is it possible to reduce the buffer even more? This is great but I want more, more I tell you! MWahahaha! Ahem. Sorry. Anyway, just curious.quote> it can be done however then you run into the game ALWAYS wanting to place one because the radius does not take out a full chunk and thats just annoying Originally posted by: Skimbo About the puffer: Set the game on pause, so you can build a hundert citylinks next to each other without a mod quote> Nice trick
  24. Unlocker mod for CXL

    Originally posted by: Livin in Sim Hello, everyone, I have discussed this issue with an admin. Frankly, we are not lawyers. But we have been looking at the EULA, which would transfer to the company that bought the rights to CXL. The part of the EULA, found here, that is most worrisome to me, is this: Accordingly, You must not, in particular: (iii) Decompile, dismantle, proceed with acts of reverse engineering, extract the source codes of the Game, modify them or create programmes or products derived from the Game, whether in all or in part; (iv) Remove, deactivate or invalidate any system of protection of the Game or any information or label of ownership present in the Game and/or its Documentation or in or on the packaging of the latter; So we have decided it wise to contact Dirk, who may be better able to interpret whether this would bring ST into legal contention with the company. I think we need to wait for him to weigh in on this. It is his site. I would hate to see this cause problems for Simtropolis or Dirk if we go ahead. Hopefully it won't be long until he lets us know. And he may tell us to wait for word from the company. I'm just preparing you for possibilities. Please do not challenge this position of the staff, or you may find your membership subject to discipline. Thank you. --Liv quote> Hmm this could go 2 ways, because for one we are not decompiling and accessing the source code just accessing the games data files. but at the same time this can be read as no mods at all, however even when MC exsisted they allowed mods to be made over at citiesxs and were well aware of it so it seems as if they did not have a issue with it.
  25. My mods

    would it be possible to make the gas stations pop up in retail spots? i have not looked for where it stores this info yet, let me know if you look/find it
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