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Everything posted by rsc204
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Looking privacy fencing or brick walls for subdivisions
rsc204 replied to penguinpc's topic in SimCity 4 General Discussion
You could try to find housing to download that has these features, otherwise find some props (plenty of walls/hedges and the like out there) and lot them yourself onto your existing buildings. As for a mod that adds them to all items in-game, which I suspect you are looking for, that simply wouldn't work, there is no simple way to add a prop to every lot in the game, they would all need to be edited manually. -
Using NAM 32, is this supposed to happen?
rsc204 replied to OrSpeeder's topic in NAM & Transit Networks
Given the volume of pedestrians using the street I would first look at your bus stops, it may well be they have incorrectly set transit switches. For example if your bus stop only had a capacity of 5,000 sims but 25,000 wanted to use it a situation could asire where the entire bus network would cease to function in-game. Since the simulator designates a percentage of sims who will use transport to get to work, in such a scenario you would get a lot of sims where walking was the quickest way to work. Only one such congested bus stop needs to be in-use with such congestion to take down the city-wide bus network. So check what capacities your bus stops have, because low ones will not be suitable for large numbers of commuters like this. A second thought, did you modify any settings in the Traffic Simulator Configuation Tool at all? These settings can unbalance the game, so if you did are are experiancing problems, reset to the defaults. Remember it can take a while (6 months +) so the simulator to adjust to changes in-game. -
change path direction on Japanese train station?
rsc204 replied to monomass's topic in NAM & Transit Networks
How difficult this would be is really dependent on how complex the original pathing is. If it's just like normal stations with multiple straight tracks running through it you should be able to just apply the regular Rail pathing using SC4 Tools. However, if it has custom pathing for track switches and track placement then you will need to actually edit the path files in order to reverse their direction. Could you provide a link to the file you are referring to, it would make it much easier to give you the correct solution for your needs. -
I'm working on some prop exemplars for a T21 mod, it occurred to me that if I set two properties "Prop Random Chance" and "Prop Time of Day" in a parent cohort I could easily modify these properties for 60 props in one go when I wanted to change the parameters. So I copied another Cohort file, gave it a new Group and Instance ID, set the required properties and applied the Parent Cohort TGI to every prop, now none of my props show up in game at all? Is it even possible to use cohorts for props like this? Otherwise what I am maybe missing or doing wrong? It seems every time I try to utilise Cohorts they never work and whatever is supposed to use them suddenly doesn't too, help!
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I would say just because I made an exception, I have not and will not likely embrace digital, thankfully I don't have to make too many decisions in this regard, I've really fallen out of love with most of the games that are released today. I grew up with arcades and arcade games and for the most part those aren't made anymore, Skylines I could see was something special, I just knew watching the let's plays it couldn't be a bad game, but this feeling is very rare. I remember when Sega left the console market, a load of Dreamcast games requiring an Internet Server to play had the IP addresses hard-coded into the disks. Pretty much overnight these games became junk since you can't use them any more, the few that weren't hard-coded actually seem to live on today. Digital can and does cause the same problems, it's reliant on something working that might not always be there. I'm not thinking about an apocalypse or economic break down where life is so bad gaming doesn't really matter, that's a little extreme. A more down to earth possibility is that Steam gets beaten in the market by a current or new competitor or go bust, in such a scenario all your games (and the money you paid for them) are suddenly all for nothing. And before anyone references Steams announcement that they would "find a way to release the keys" in such a scenario, do you really think that a companies employees would break the law (Digital Millennium Copyright act, but probably just simple breech of contract too) if this was to happen, I don't think so, out of a job and in trouble with the law, I don't buy it. I just don't want to loose access to a collection of games I've paid for and cherish and I don't trust corporations to do the right thing for users when things do go awry, because time and time again even when this has been possible, it didn't happen. In the past people collected books, music, film, games and many other physical media items, barring loosing them to an unexpected event you could know you owned them and were free to use them for as long as you liked, even sell them if you so choose. In the future everyone will rent all these things and software, everything will expire and you'll have to replace it, probably when some device you had them on became obsolete after a few years, and that's before you consider the scenario above. Imagine if everytime you wanted to use a power tool you had to pay (not to mention the hassle) to rent it?, some things you just want to own and I think many people just give this all up for a bit of convenience. I'm still shaking my head thinking about how hard it is to "find my disks" and "enter a registration code" every now and again when installing them, yes that's far far worse than having to wait hours to download a game again I just decided I'd like to play (OK so Skylines is not so large and took only 40m, but that's not how it is for every game, I've one that took over 7 hours). I've some furniture that holds my vast collection of DVD's, Music, Games and more, playing any game is no more effort that picking the disk from an alphabetised/organised shelf, if desired at a moments notice, what could be more convenient?
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Newly installed Windows 8 and Simcity 4
rsc204 replied to atsummerlin53's topic in SC4 Bugs & Technical Issues
I would caution you that many users have found that the drivers for Intel's integrated GPUs will not allow them to run SimCity 4 with DirectX hardware rendering. You could try using OpenGL rendering, perhaps that will work but results seem to vary from system to system. If OpenGL fails, you will most likely have to use software rendering to get SC4 to work properly, as a result you won't be able to use HD mods I'm afraid. -
You can also create a new prop exemplar with the same ID and give it the RTK 0,0,0 which would cause it to show an invisible or blank prop. If you have a suitable replacement prop in your plugins, you could override the prop you don't like with it instead.
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Might be worth noting that the Plugin Manager only reads files from the root of the Plugins folder in My Documents, similarly the Lot Editor will only save files here, so for example if you load a lot from a subfolder in plugins and save it in the Lot Editor it will actually create a copy in the root of the folder, the original one will still remain unchanged. Since SC4 would load the old version in the subfolder after the files in the root of plugins only the old version would then be seen in-game.
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SC4 trees should have full city anti pollution radius
rsc204 replied to mayorgreener's topic in SimCity 4 General Discussion
Agree with Lost Realist here, such a mod would technically work more like a cheat than anything else, sure in the real world trees aren't limited to affecting small areas, but in SC4 we are trying to simulate this not replicate it. Due to the mechanics of a videogame it works better to have each one affect a small area, as you plant trees in different locations the entire city becomes nicer as the air quality is improved in many localised spots. However to simulate this on a city-wide scale would simply be a waste of resources since it would have minimal benefit for the player compared to the cost in terms of effort to implement and taking valuable CPU time from other parts of the simulation, worse still it would cause undesirable side effects. For example if the computer had an air quality rating of say 200 and each tree made this increase by an increment of .1 once you had plopped 2,000 trees the air would be perfect city wide, not a single spot of pollution anywhere. That's the problem what what you describe, such a system is too simplistic to account for things like highways and industrial areas, having thousands of trees surrounding a coal power plant doesn't make the power plant clean suddenly any more than having one tree only affect a 4-5 tile radius. However the later system allows the simulation to account for both localised areas of pollution and good air quality regardless of the total amount of plopped trees, in that sense it's a much more flexible system. -
Painting Districts with Apple Mouse
rsc204 replied to rmitch74's topic in Cities: Skylines General Discussion
Well I know the game doesn't have touch support, and since the Magic mouse is technically touch-based I'd have to say it looks like you may be out of luck here. Do you have a proper mouse somewhere you can use instead? -
What do you want in Cities: Skylines?
rsc204 replied to AidanA28's topic in Cities: Skylines General Discussion
Dynamic Resolution by nlight is what you are looking for, should be here.- 307 Replies
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- cities: skylines
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What do you want in Cities: Skylines?
rsc204 replied to AidanA28's topic in Cities: Skylines General Discussion
There is a mod already to use SMAA anti-aliasing and you can upsample the game engine to ridiculous levels (4k UHD+) which gives stunning results, however at the highest setting with an i7 4700, 16GB and NVidia 750 GTX ti it gives in the region of 3fps, so you are going to need a very high end system to take advantage of this. I removed this mod pretty quickly, I didn't like the thermal readings at all.- 307 Replies
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- cities: skylines
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Technical Repairs, Old game consoles and various.
rsc204 replied to SpookyZalost's topic in General Off-Topic
I find most 8-16 bit consoles play pretty well with a modern large screen, although you want to ensure you have one with a good SD tuner as well as HD tuner onboard, something which is getting harder to find and you won't get on a bargain model. Being in Europe for the most part an RGB scart cable is the way to go, you'll need modifications for a Super NES/Famicom though to use one. If your TV has native RGB scart inputs, I'm not sure you'd benefit from a scart to HDMI converter, but it might be worth investigating considering these adaptors cost next to nothing. -
This is a problem with tree controllers, but endemic to certain types of mods, SC4 is not dynamic with certain changes, if old flora resides that was planted using a tree controller, but then you no longer have your tree controller configured to use that flora it will cause the CTDs you are experiencing. It is usually recommended for mods where such changes cause problems to only use them with new regions, however there are a few ways around this if you decide you want to retrofit an old region with new content. Firstly you'll need to have Buggi's ExtraCheats.dll installed and remove the new tree controller before starting, in-game press CTRL + X and type into the box "Flora Off", when you do this every, and I mean EVERY plopped item of flora will be removed from your map in one foul swoop. So if you've used MMPs for people, cars, water as well as trees, they will also be gone too, if you can live with this or it doesn't effect you that's the best way to go. Don't forget to then also use the code "Flora On" after removing the flora, if you fail to do this no seasonal or timed flora will work properly on that tile until you do. If you've spent hours MMPing lovely streams, rivers and massive amounts of detail, flora off is a bad way to go, you can delete every tree placed by the old tree controller manually to try and avoid messing up such work, but if you miss one, when you install the new tree controller you will get a CTD again. So depending on what you have content wise in your current region you will want to consider if retrofitting the region is worth the side effects or not.
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Rail over roads, RHW, etc at 7.5 meters (level 1)
rsc204 replied to johnnybnjp's topic in SimCity 4 General Discussion
That sounds an awful lot like the A3 between Frankfurt and Cologne to me, thinking about it I've seen this quite a lot around Continental Europe, there is a system of rail viaducts beside the A4 north-east of Brussels where the motorway dips and rises but the high speed rail line uses viaducts to pass over the terrain with minimal changes in elevation, for what is essentially concrete and steel I do sometimes think they are pretty, I guess if they were in view from your house you'd feel different though. I don't know of rail lines commonly running so close to the motorways in the UK, since we only really have the high speed line from London to the Channel tunnel the rest of the rail infrastructure was mostly built long before we knew there'd be things called motorways. Generally speaking we built the A-roads (main non-motorway routes) connecting up the same cities/towns as the railways, the motorways then bypassed the A-Roads, although again often along similar routes as the original rail lines, I know a few motorways where the rail weaves from one side to the other with some frequency. -
Yeah Steam are all fluffy friendly gaming people, Gabe Newell is the nicest guy in the industry etc etc... Steam have a monopoly on PC gaming, if you want to stand a chance of selling, that'll be 30% thank you very much sir, nothing good ever comes from a monopoly, but gamers are so in love with Steam they all seem blind-sided to the slightly murkier reality of a very powerful corporate machine at work. *rant over* Having immersed myself into Skylines for the past week and speaking as a modder, I think right now the future of Skylines is very uncertain, when all the patches, updates, DLC and modding side of the game have matured the picture will be much clearer, right now though it does seem that the blueprints are there to potentially allow us to re-create with more ease and proper 3D graphics what we are doing today in SC4. However, I would caution that the two games are very different, sure the genre is the same as city builders, but fundamentally the game mechanics are totally different. If the modding tools mature (coding in C is going to be limiting for many of today's SC4 modders, myself included), so hopefully that can be addressed down the line. Building selections and props will no doubt only improve in terms of choice, but who can say what direction it will take Skylines or what we will end up with, it's an exciting prospect to think about. SC4 today can be whatever you want it to be, I've spent a lot of time removing all the Maxis textures from my game, I'm moving onto the buildings and props at some point too. Many other CJ's show examples of such a relentless amount of work being ploughed into customising the game for whatever a user wants to create, right now today you can't do this in Skylines and I think it will be a while before we maybe get to that point. If that day comes, maybe SC4 becomes redundant?, but in the here and now both have their place in my mind. Skylines is wonderful fun experience, I'm really relaxing and playing a game for the first time in a long while and this is great, but SC4 allows me to do so much more if I just spend the time to make it happen, it's a lot more effort and if I'm honest rarely feels like play time any more, it's really a hobby. I certainly don't feel like I have to make a choice right now, both of these games have a place for the foreseeable future in my mind. However, a community is not built around a few, it's directed by the majority and if many people ditch SC4, ultimately it will reduce the new content being released and result in interest for SC4 waning. This would be a sad day even if we were at a point where Skylines was mature enough to take over, I just hope that it doesn't happen prematurely, the amount of work needed to really build what you want in SC4 I think is off-putting to a number of users, we see such complaints all the time. It's an interesting time to be into city builders, maybe it's better to sum this all up with the thought that right now we've just got some new toys to play with, more options can never be a bad thing, as users we ultimately can decide which of these options we wish to invest our time and efforts into, we don't have to make a choice between the two, we can enjoy both.
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MGB - Terrain Grass NAM (TGN) for Gobias Sudden Valley
rsc204 commented on rsc204's file in Graphical Mods
Thanks for your comments, there is a bug with the park textures for the SV version, I derped and accidentally imported the $$$ grass when creating them, it will be addressed in an update. Personally I think the Berner Oberland is the best of the three where terrain matching is concerned, but I'm so happy with Sudden Valley as a terrain mod, I'm keeping that as my default. The Appalachian textures aren't perfect, ultimately I released them because I still feel the effect of adding the grass to the transport networks was a big improvement over the default grasses.- 23 Comments
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You can use cargo stations and harbours to export/import your goods too, follow some of the delivery vehicles around and see where they come from and are going, observation of traffic movements is key to ensuring the road networks can handle sufficient volumes. By and large Industry either exports, imports or distributes goods, imports/exports can be handled by dropping the cargo off at a cargo terminal for rail or the cargo harbour, delivery of goods to shops can come from these distribution centres too. Unlike SC4 where cargo is simply exported then "disappears", in Skylines it's a commodity requiring sufficient supply/demand to balance your economy and support growth.
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Well whatever is causing it, I've certainly not noticed anything myself, I'm sure proper bugs for the most part will be fixed, there are a number of issues with rail, it does feel a bit unfinished to me, but I have confidence that Paradox will support the game and resolve them, eventually. That said, I would check if this bug occurs without using the 25-tile unlock, the game developers will only support the vanilla game insofar as bugs are concerned? I'm using this mod too (there are a few, so perhaps not the same one), have an extensive cargo/rail network and have seen no issues in many hours play. Guess I'm pretty lucky as I've a reasonably new PC with an i7, 16GB, SSD and Nvidia GTX 750ti to run the game, performance is flawless so far, up to 75k cims on one map with 8 tiles and 55k on a second with all 25. So perhaps a combination of mods/performance could be an explanation here?, otherwise it may not be a common bug, in which case perhaps it's worth checking if the bug's been properly reported in the Paradox forums. Personally I'm really struggling to keep up with things like those forums (and the Steam Workshop), too many updates to wade through, Information overload on this scale causes me to move on before my head hurts.
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Weird NAM problem, or perhaps my fault (?)
rsc204 replied to Anthracite's topic in SimCity 4 General Discussion
Indeed, I reinstall the NAM a lot and both Euro RHW textures and the LHD pathing for both STR and DTR RRW must be installed manually, I copied the required files somewhere else so I didn't have to keep mucking around with it. if you've more than one plugins folder, rather than reinstalling you may have another copy of this folder elsewhere, once it's in place all will work as expected. -
CSL: Graphics too cartoonish?
rsc204 replied to Libertyville's topic in Cities: Skylines General Discussion
The publishers themselves stated on SC4D that their primary goal was to create a working product: "I can't fault you for your want of super detailed buildings. Just remember, CO has a very small team that simply can't spend all of their time making tons of super detailed buildings. Things like giving our community members the tools to make custom content are a higher priority." I for one am glad they didn't spend development focusing on the textures but then fail to deliver a working game. -
I think unlike say SC4, cims are able to travel to school even if it's not directly in their catchment area (I think this is just to define where the happiness levels are raised), that or the sims who move in are already educated. I've found this to be the case with all parts of the game, services need to be adequate and able to get to the sims within a reasonable time-frame to be effective, but they don't have to operate within the boundaries of the catchment area shown when plopping them, they are all city-wide in that respect.
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My experience (close to 100h, man I'm addicted), is that transport does have an impact on the game, only it's borne out (like so much of Skylines) in the traffic simulator. So for example if you place a bus stop that's busy in a bad location, say just after a busy junction the buses will hold up traffic when they can't enter the stop and cause congestion. These congestion ripples are evident wherever you've not designed networks correctly or to support the capacity of users going through them. In this regard the game is really intuitive in terms of how it simulates everything, it's really easy to find trouble spots and track down the root causes by following sims on those routes or backtracking where all the traffic is coming from. As with any other simulator, it is after all simulating all these systems, if they were all actually working and every sim going about their business with a 1:1 ratio you'd need a supercomputer to keep up with all the math. The way you deal with these "agents" is what makes or breaks the simulator IMO and I think CO have by and large got it right. I would like to see some of the paths, especially for rail, given improvements but for the most part is does work and provides a good platform on which the game itself is made fun to play. Transport is doing it's job, but as with other simulators it's just not doing it exactly how things happen in the real world.
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Should I buy this game?
rsc204 replied to thehandyman's topic in Cities: Skylines General Discussion
Comparisons between SC4 and Cities:Sklyines will always be made, but personally I prefer to think of it as a new game entirely, one that is different and is not necessarily trying to emulate SC4. I can see touches from many different city builders in places, but it's unique in it's own ways too. Will you enjoy playing this game, well for 29€ or whatever it was here in Europe (I paid 37€ for the deluxe package) it's an absolute bargain compared to SC5 or the Cities XL series (which are all basically the same game, many I know bought them all at full price) and I can't see why anyone who likes city builders would not enjoy the experience and get value from it. For me this is the first such game since SC4 came along that is really compelling and (at least thus far), not hideously broken at launch either. The modding side is really limited at the moment, but then it would be totally unfair to pitch this head to head with SC4 as it is now, you have to really compare it to the Vanilla experience. If you are one of those people who enjoys building highways the most, then the modular interchange system itself is worth the price of entry, this is what I've wanted to with RHW since I began using it, this is not possible in SC4 today, better still each section is modular and can be replaced independently of the intersection. Just imagine what 5 years of mods could do when we can make this now: It's a great city builder overall though, so if you don't enjoy the experience, then I would guess you either aren't into city builders or have some really specific desires the game doesn't cater for. Either way for me it holds up as a great game in it's own right, one that I will play alongside SC4, I like the "arcadey" analogy here, that's how it feels, SC4 is for my hardcore perfectionist to detail, but Skylines is just so compelling and fun that I when I just want to have some relaxing game-time I would play it instead of SC4, one of the Let's Play authors summed it up better than I can, "It's a very Zen game". -
Oneway (and wrong way) roadsign \ diagonal tool booths
rsc204 replied to Zaramorte's topic in SC4 Modding - Open Discussion
I don't see a problem making a diagonal toll booth as such, TE lots such as this are quite fine (a bit more tricky to TE), the issue is that no model exists for the toll both and it's not something that can be rotated 45 degrees. In short unless someone batted a new model (or one exists somewhere) that's probably why no ones made one yet. As for the OWR arrows, not sure how the game would know what the "start" and "end" points would be, there is a unique texture for a connection to another network, but only one so some additions to the NAM would probably be required to make it work, in short it's probably too much work for too little gain to be worth doing IMHO.
