Jump to content

rsc204

Moderator
  • Content Count

    10,085
  • Joined

  • Last Visited

  • Most Liked  

    152

Everything posted by rsc204

  1. Neko Brook Ditches

    MML files are fairly common, there will be only one construction lot in your menus, when placed it takes about one game month or so before all the other lots will also show in the menu. If this functionality is undesired then remove the MML file as it will usually not contain anything required for the main set to work.
  2. Try following the instuctions almost certainly as you are using an ATI-based card SC4 has decided to run with lower settings than are optimal. Once you are sure that's setup correctly you need to check which 3D Rendering option you can use, Direct 3D is ideal but there can be compatibility issues with certain graphic chipsets/driver combinations. If that's not working try OpenGL rendering and if neither of those give acceptable results you will have to use Software Rendering, this is not ideal as it forces the CPU to additionally do the job of the GPU (and means you can't use HD mods) but it is the most compatible option.
  3. Thanks Vortext for the tip about the S-Curves, I didn't know about that piece. These WRC's, especially the ability to run streets from the corners, are the main thing stopping me from using SAM more often. I'd love to see similar functionality for Roads and especially OWRs (because then large EU-Style roundabouts could be made using 4 90 Deg turns together) in the future.
  4. I replied to your PM before I saw this here, basically if you are using EU textures with Paeng's Sandstone, you want mod. I'm still working on it, so look out for some updates eventually. 1) The US textures on the WRC is due to the installed textures from the NAM. Usually there is a digit in the IID of a texture to represent the wealth, normally a given piece will have only 4 values (0-3) for No, $, $$ and $$$ Wealth, but actually there are sixteen different types. In my NAM install, these textures had wealth variations up to 6, and it is those textures that show through with US markings, but only for one segment and only if it's a $$$ zone next to the road. The solution would be to delete the US Textures from the files in the NAM itself, although you should know what you are doing if changing NAM files. The other way is to copy the 0 Wealth texture and create new ones for the wealth IID 4, 5 and 6 that overrides the US ones. 2) I believe this is normal, since ploppable lots cannot have a wealth assigned to them like growables can. A trick for fixing it: Select the Farming Zone tool, and zone from the first tile on the opposite side of the road whilst holding down CTRL. You need to drag the zone into the street (or road) before you let go of the mouse button. This will designate the street a farm again and revert the sidewalk. However you can only use this method where there is a tile of empty space for this "fake" zone, this works with other zoning types too, and can be very useful for matching pieces together. 3) As for the colour shift on those pieces, I think it's one of those things you have to live with, probably related to shadows or something? If you rotate the view, often a given piece will only show this is certain rotations. If it shows on all rotations, I'd imagine the height of the slope was wrong, in which case check the area is all at the same elevation (flat) and re-build the network. 4) The road texture with too many lines is due to the use of a different texture from the NAM for that one section, you may notice the same thing next to commercial developments too, this is the same wealth texture issue mentioned above. In short the EU overrides don't cover the expanded wealth versions of these textures, so when they appear the old road textures show up instead. The fix for this is exactly the same as before. As mentioned, I'm away for a little while, but I should be able to help you (provide files) to resolve the texture problems here, in most cases I've been going through all my pieces trying to match everything too, I just want them complete before a public release.
  5. Does anyone know if it's possible -or how to go about- reducing the number of passenger cars on train automata? I use Mass Transit a lot and sometimes the trains can get extremely long and I'd like to set a limit that allows them to fit into stations in a more realistic manner. Ideally I'd like to set a maximum of 4-6 cars for rail and maybe 10 for HSR/BTM so I can have some sort of rural and mainline services operating together.
  6. Thanks for pointing me in the right direction, I'll have a play around with it, sounds like I can at least stop mega-long trains if nothing else.
  7. Dual-Carriageways

    I like to use the Project Symphony (Maxis Highway Override) for the bulk of my Dual Carriageways, I normally reserve RHW for proper motorways although as PS interfaces easily with RHW-4, you can use that to mix things up for example when you want a single tile median for a stretch. In the UK Dual Carriageways usually have the same speed limit as motorways, so this approach can work really well whilst keeping the speeds pretty realistic.
  8. One thing that may help, the angle the map is oriented to, if you can rotate it 45 degrees all the diagonals become straight and that will make life a lot easier, although I think a lot of Diag and FAR will need to be incorporated for any European city to really look right. As they say, Rome Paris wasn't built in a day, so take it slow there will be plenty of time to practice with the Dragabble FAR as you go (much better than puzzle pieces, but takes a while to get a hang of the patterns). Perhaps try starting somewhere away from the river so you've more space to get things clearer. There is really no easier tutorial than looking at the patterns in the NAM manual, the hard part is the rotation/flipping so you are looking at a pattern but it needs to be the other way round, you can solve this by printing the images from the manual, that way you can orient them the correct way to work out exactly what you need to do. Best of luck.
  9. SPAM and NAM

    All the information on how this mod works is in the documentation, it's quite extensive, so go through that again maybe? SPAM is one of those "bigger" mods that changes the rules of the game, like all such mods you should take it easy when installing it, there indeed will be things that may not work with it. In essence SPAM is intended for players who want more rural areas or for Agricultural to become a larger part of the industrial mix. However SC4 was programmed in such a way that when your sims become educated and industry grows, all farm demand will cease. SPAM does help to increase it's viability, but you will still find a point where if you build too much industry your demand will stop for AG. All the farm lots work the same as Maxis ones, in that they will upgrade so long as the conditions for such improvements are met. For example SPAM farms can grow without power or water, but you won't get higher stage growth without both. Education should not be a barrier to farming demand with SPAM installed. One last thing, do make absolutely sure you are not using both the SPAM traffic simulator and NAM traffic simulator, they will conflict and cause who knows what side effects.
  10. @ Alan Waters - I'm really not sure about bridges, I would guess (without trawling through the files) that the textures are batted into the models on those, in which case it's not possible to "repair" them in the way I have here. In essence the old models were the smaller footprint of the MHW. For some reason some of these take the texture overrides, other's fare less well, but it's reasonably easy to fix them. Been looking at PS some more today, some updates for both of ML's EL-Rail and Shinkansen mods will probably be my next focus, but the diagonals are going to be painful!
  11. Not on Simtropolis

    You can also find the Shard
  12. The repaired pieces do not have diagonal versions, but assuming you are not using any other overpass mod that changes the S3D files this should fill the gap to an almost complete set. Keep an eye on my development page for future updates.
  13. SPAM and NAM

    Oops, sorry that was totally my mistake, I got mixed up, frankly I don't install anything these days from installers, it's all in packages, somewhere. My intent was to explain that it may indeed be one of those "niche" situations, so as not to explicitly state don't use it.
  14. SPAM and NAM

    SPAM and the NAM will work happily together, however the Traffic Simulator for SPAM (an option when installing SPAM) is not compatible with the one in the NAM. Generally speaking if you are building cities, remove the SPAM traffic simulator, but in some specific scenarios you might (if not interested in the NAM features) decide to use the SPAM one instead. It's best to check the readme with the SPAM so you can see which option is best for you.
  15. Get some nice small power plants that are cheap and easily hidden, there are plenty around, I think Craig-Abcvs has released his M.U.L.E.(Mountain UtiLity Extension), they are great for adding water, power or garbage removal in rural areas. They would be on simpeg.com (assuming they are released, I have a pre-release version hanging around), I would check/provide a link but the site is down right now.
  16. MGB - MMP Pack Vol1

    Version 1.0

    2,437 Downloads

    Intro Eight new MMPs based off Truck and Rail props by JES. Dependencies BSC Mega Props - JES Vol01 BSC Mega Props - JES Vol06 Usage I've tried my best to make sure that these props have super-small footprints, so that you can get them into tighter spots, this also means they will happily overlap each other too, so go careful with the clicking. Each MMP has a Blank prop so if you do mess up, keep clicking until the prop is removed and you can try again nearby if you wish. Support Having problems? Got comments? Then why not visit my thread at Simtropolis:
  17. MGB Lot and Mod Shack

    I've released today a pack of 8 MMP's and also the Project Symphony Puzzle Piece fixes onto the STEX. During my working on the later, I noticed that the Overpasses from the NAM (except 7.5m Diag Ave over Diag Ground Highway) all work just fine with Project Symphony. If you are using the Japanese NAM Facelift Mod's Overpasses, this mod overrides the override in Project Symphony and reverts those pieces back to Maxis Highway. Due to the horrific number of pieces that would entail to fix, I'm going to look into it a bit more, in any case if I do make such a patch, it will be a while off as a result. Thus I've released the current pieces as a set, rather than hold onto them for ages, updates may or may not come whenever. RHD and LHD versions are both availible, enjoy .
  18. I did binary search and I found 4 possible causes of this bug. The other mods are trustable, dependencities of each other or does not have ANY connection with this screen. When you say you found 4 possible causes of the bug, do you mean that when these 4 things are removed, the bug no longer appears? If not, then they are not your problem. The reason you should run once with empty plugins is just to verify nothing there is causing the problem, if it goes away with a blank plugins folder you know something there is the cause, otherwise it confirms that there is a graphical problem which can not be solved in your plugins directory.
  19. Well only the latest NAM version, 32 from 2014 is fully supported, although in theory the installer for older versions should work I've no direct experience to back this up. Do you get some sort of error or can you explain what goes wrong when the installer is run? As for your graphics issues (probably a separate problem), and you should be able to solve it.
  20. Track for running Trams

    You need to take it steady running the NAM installer, all the content is there, so do a custom install and go through each part one by one and you can't go wrong. If you come across something you don't fully understand, then ask.
  21. Can't find it?... Ask here!

    One tip for RHW crossings, simply revert to another network for a couple tiles under the BTM line; you can substitute RHW 4 with OWR, RHW 6-S with RD6 and RHW 6-C with AVE6.
  22. In short, planning in advance will help. Firstly decide on what neighbor connections you need and lay these down first on all sides/tiles. Also make sure that the terraforming is all done on the edges before you start building (not needed for flat terrain). Once I've got that in place, I try to avoid building anything within 8-10 tiles on edges that need to match up. As the city evolves and you start to push to the edges, make sure to mirror development on all tiles in such a way that it works as if it was only one tile. You can make street neighbour connections, see this tutorial for help with that. Bear in mind though that the will cause you many problems if you set up connections that allow sims to commute through a tile and then come back to where they started.
  23. Well that maybe your idea of balanced, but it's not the same as SC4 usually works, cautioning people to be aware of it is not the same as saying don't do it, I mean it's your game, if you think it's better that way then why should anyone mind? --- As for changing the custom buildings, that's much easier than doing it with Maxis buildings, since you shouldn't really be editing the SimCity DAT files that requires the reader to do efficiently... however, for custom content you can simply change the settings in a GUI-Based application, SC4 Tools, so I'd think about downloading that and seeing how you get on. Don't forget to back up all your plugins before editing them, just in case.
  24. Version Number

    First off how was it installed? If it came from a disk and you've not applied the patches, you will need to install at least the EP1 update, but it's recommended to install the BAT Nightlighting patch if you use custom content also. If you got your copy as an online download, usually it'll be fully patched for you. In any case if you find the SC4 application (.EXE) at this location "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps" (This is the default, if you installed it somewhere else then you need to use that path) and find the file SimCity 4.EXE. Right mouse click and select Properties, click on the Details tab and the file version will be displayed. If you have v1.1.640.0 or higher then you are fully patched .
  25. Well the thing is SC4 is not all that picky about having only parts of a file, so assuming all the important stuff needed for the game engine to run is installed before it fails, SC4 will run just fine. However, whatever content was supposed to load after the point the install fails is almost certainly all missing, hence the problems you are seeing in-game. If there is a partial file, SC4 will read all the bits it can, then simply ignore all those parts it can't (usually). The problem here is who knows what else is missing, maybe you spend hours with the game and loose everything when something important is suddenly required and just simply isn't there? Given the cost of new disks (or even the possibility of repairing them free) I wouldn't bother with it personally. Another possibility, get in touch with EA customer support, explain you have the originals and they are damaged and I've heard they sometimes offer a free copy of the Digital Version on Origin, it's worth 5 minutes sending an e-mail I suppose, assuming you can live with Origin on your PC that is?
×