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oldnavy

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  1. ....since they're not hosted in an STEX on simtropolis? I asked for an STEX for Cities: Skylines to be added months ago, anticipating its upcoming release. I was told to wait for it to be released. So, now that it's on week 3, where is the mod section on STEX?
  2. ARGUMENT INVALID Why? If there wasn't anything wrong with doing this, mods having nothing to do with each other (a road mod and infinite water trick) wouldn't conflict with each other. I do know how it works because I program LUA on linux and have modded other games. Now the delivery method may be different in here but the principles stay the same, as I outlined. We're not here to argue on how the game is made but only to learn how oppie took a mod that USUALLY required the scripts file updated (in addition to that mod file), renamed that scripts file, and achieved the results without overwriting the original scripts file. Everyone wants to argue over the fine details of everything instead of accomplishing the main goal.
  3. well the water cheat I'm talking about, to have infinite water, does along with the akar UI enhancement (otherwise the roads don't show up in the UI). I need both of these mods. ANY MOD that modifies attributes of the game (how much output or processing a mod does for recycling, garbage, power plants, WATER/SEWAGE PUMPS, how much something costs, etc ) have to have their own scripts file to change these attributes. The package files that go in simcitydata and not simcityuserdata\packages cannot change these alone, as they are not scripts. I'm fighting now to create bridges out of REGIONAL UDoN roads without using akarr but other mods that don't require the scripts file overwritten. The scripts are parameters that tell a mod in SimcityDATA (not simcityuserdata where the script is) how to function. You could think of it as "one is the hardware (the graphics) the other is the software (the scripts to make the graphics function)". IF two scripts files (.package files in simcityuserdata/packages) DO NOT affect the same attribute, you can just rename them and not overwrite and they will both work. However, most modders on here take the ORIGINAL SimCity-Scripts_287520926.package script file, add or change the attributes pertaining to their mod WITHOUT DELETING the ones that DON"T, and tell everyone to overwrite the original. Of course, when you overwrite another script file that someone else's mod requires, you cancel out theirs because your script file doesn't have both yours and their attributes/settings; if a mod CHANGED attributes, like the water mod, that were part of SimCity originally and your script includes the ORIGINAL settings, along with the ones you changed, the rest of the original settings that don't pertain to your mod cancel out those of the other mod(s). I know this from programming LUA for other than games
  4. With crossfire of ati 7990's (x 2), core 2 quad extreme that outdoes any core i7 still, and 16 GB 1600 mhz ddr3 ram fed from 4 raid 5 western digital velociraptors, I think I will be turning it off . Damn forgot to mention the 80+ gold 1100 watt PSU
  5. Enhance "Infinite Water Trick" (Cheat)

    Yayie, you are great for making this mod. I have told others, including maxisguillame, that this should be part of the OFFLINE game by default and TOGGABLE by online player. Playing online with others, you do want a way for there to be an ending of the game, to tally up scores but people should be able to choose whether they want to have an infinite game.   I can't wait for you to release the patronas towers we talked about in PM, to make a replica of your "hometown" :) Anyway, until maxis gets things together and makes this part of Simcity (not getting hopes up or holding breath), I have found that I cannot use other mods that require the scripts file (the usual one) to be replaced.   Oppie has found a way for all mods that need the scripts file to be replaced to mingle; he is, btw, the originator of modding afaik, releasing the mod tool to integrate adobe 3dmax into .package files, along with attributes. HERE, I have posted a request for all modders to update to this, once someone figures it out.   It would make my day and I would be willing to throw "a couple packs of cigs" your way ($10 USD) if we can get a scripts file for this mod that will mingle with other mods that require the script file, in packages folder, to be replaced since the rest of the SUGC team doesn't want to fix the Akar addon to do so.   Using it since June, I have chose your mod over any other addon that requires that file replaced; so, it's only appropriate for you to be the one rewarded.
  6. Perfect realistic bridges - May update

    Nice idea but can you suggest to xoxide to make the value that you changed to be put in his, so we can have "both" :)
  7. SimCity 2013 Mods Switch

    It actually does if you move your %ProgramFiles(x86)% variable in windows to follow it. If you didn't put simcity IN your programfiles, that is where you failed. If you want to put your Program files directories ELSEWHERE than C:\, learn to program windows; otherwise, leave it alone. EA, the publisher, does NOT include a registry variable for where it installs its programs. The ONLY thing a developer like Uguudoki or myself has to go by IS the %ProgramFiles(X86)% variable when it comes to your games.   o/ Uguudoki,   Merry Christmas, Happy Hannukah, Happy HOlidays, whichever applies to you :) I just thought of 2 major improvements: Make the Package column expandable/resizable Have mod (package) sets, for both online and offline. I like to use Simcity WITH and WITHOUT akar, for example, and I"m sure others have their own sets of mods to use together. If we could put infinitely expandable, NAMEABLE groups 1, 2, 3, and so on with SUBSETTINGS of online and offline. I would put 2 tabs, the current one with scroll bars allowing them to be linked to the groups in tab 2.                For example, I have named group 1 as "Akar" and group 2 "No Akar"; I can create infinite amount of groups but, for this moment, I only need 2. On the first tab, after I created these groups on the second tab, I can select which packages to load when that group is loaded. I can also set whether each group is offline compatible or online compatible. When I hit "launch online" or "launch offline", a popup window appears with checkboxes asking which offline/online applicably-marked, NAMED group(s) to load, REMEMBERING THE LAST SELECTIONS for either Launch Offline or Launch Online.   If you have any questions about this suggestion, let me know Uguudoki; it is a suggestion, not a demand. You know I appreciate everything and I'm sorry people on here that know nothing of programming think everything is possible when trying to create an api to interface with SOMEONE ELSE's COMPILED program (Simcity), ESPECIALLY when that person can't simply relocate %ProgramFIles(x86)% correctly.
  8. I hate to break it to you, but I will try and break down the math here (as best as possible): Each tile is 2km x 2km, that's about 1.24mi x 1.24mi. Your city can be up to 9 tiles; that's 3 tiles x 3 tiles or 3.72mi x 3.72mi. They said something about uncoupling the restriction, which means you may be able to build on the WHOLE map, which is 25 tiles; that's 5 tiles x 5 tiles or 6.2mi x 6.2mi. So at MOST, your city can be 6.2mi x 6.2mi, which in my opinion is not HUGE. I want to create a huge metropolitan region with a city maybe the size of their whole map, with surrounding areas up to 3 times larger than that (something I can put a beltway around). Given the processing requirements for this, regional play is essential... so I will have to wait for that. that is not what they say on their site. They say 38 square km; well, 3X square kilometers (can't remember second digit). I think you're half right. I think, due to resource needs of a PC/Mac to do a full 38km, they divide a city up into ACTIVE tiles of 2km or something, so as to not overload a mid-level gpu. However, I'm sure you can make ONE city 38km or so instead of, like Simcity, having a bunch of cities to support one dense one. currently, In simcity, I make a bunch of small "towns" provide resources for the 3 main closely-neighboring cities, a couple for residential and one for commercial/industrial; at least maxis allowed this through trade, buying water, and etc from my "towns" while having people commute to shop and work. If you look at this actual ALPHA gameplay trailer: You will notice that is a LOT of space to build compared to SimCity. I also bet they don't require a lot of space for services (hospital, fire, water etc). You notice they put the water pumps ON the water instead of a pumping station taking up usable land to build, just ONE example of space-saving. Yes, I know the graphics look LATE directx 9 but they are good and it is in ALPHA. I'm sure they will update with dx 10/11 after they release it, if not before; they have been working on this game and putting out money for a long time and need some revenue first. Compared to Simcity, they are on the right track! They have already put "UDoN" by xoxide in it
  9. Launch Arcology NO LIMIT 1.1

    I got the Limited edition expansion of COT but the digital version; however, I cannot find the Launch Arcology, only the Great works one. What to do?
  10. I appreciate the mods and the people that make them but when you want to use multiple mods that overwrite the Scripts file in SimCityUserData/Packages/Scripts folder, it is a headache, as I will ALWAYS choose my existing Water mod over any other. Oppie, the creator of the modding program you use to make mods, has found a way to be able to have multiple mods, ones usually requiring the scripts file overwritten, to mingle with each other. I don't know the details but he had posted details SOMWHERE on here on how to do it but everyone overlooked it. He's going to kill me if he gets 1000 pm's asking him how so IF I am able to find it OR if anyone else does, PLEASE post in this forum details for other modders on how to do it. I would guess you do NOT include other functions/CVARS/attributes of the scripts file that don't relate to your mod in your custom-named scripts.package file. I haven't made a game or mod before but I program C# and C. As an IT Administrator of linux, I only deal with NON graphical, service-type processes and applications. I haven't even tried to open the standard script file to see what language it is but I'm sure there's a way to accomplish what I'm talking about; ONLY mods that modify the same part of the scripts file should conflict with each other. I know he has successfully done this because, in his he not only changed the name of the scripts file, to go in the packages folder, but he made it NOT interfere with my water mod like ALL OTHER scripts files do; this includes project akar. I like project akar and project orion but I cannot use them because they will NOT allow them to mingle with the which should be part of the game by default.
  11. Bi-Level Udon One Way Street

      He's saying it's not compatible with UDON ADDON which is NOT made by UDON maker, xoxide. I think he cleaned it up since you posted this though but YES it still needs cleaning up: WHAT IS THE DIFFERENCE BETWEEN WITH RAMP AND WITHOUT RAMP?
  12. udon-addon

    THis mod is a great idea but can we get an english version for when you are doing road upgrades? I cannot read chinese/japanese/korean
  13. You shouldn't forget Xoxides one-way UDoN's (version 1.9) which is compatible with everything above, including Akar's menus
  14. well that's what I was asking for It is the first "SimCity" that ENCOURAGES modding with EXTREME level of detail, more than Simcity 2013, and, afaik, does not limit a city's age by how much water your water table has. I mean, this was stupid of maxis to: 1) Limit a city's age by the water table when you build a city next to a river to have "unlimited" water 2) Limit the size of a city to 2KM 3) NOT have UDoN in it by default (one-way streets and freeways) 4) Not have subways in it THe ONLY thing I will miss from Simcity is Megatowers BUT Paradox Games ENCOURAGES modding, like I said. A lot of devs that make mods on here have told me they will be in Cities: Skylines modding. So, let me be the first to ask for a mod for Cities: Skylines of "Megatowers". I will even try to contact Paradox Interactive and ask them to put it in the game; although, they will have to call them something other than megatowers, for copyright reasons. Hey, Maxis, I tried telling you how to better simcity in another thread but you were ignorant to, as I put it there, "let a youngturk like EA bully you around with YOUR ORIGINAL work".
  15. Have video games finally gone too far?

    I'm not for games like this, especially this one and what I saw in the trailer; however, the game could be like GTA where missions actually say nothing of having to kill random people (while allowing people to do so and giving points). I saw a woman in the trailer being held at gunpoint begging for her life; what if the game gives you even more points when someone begs and you DON'T shoot them? We don't know the full details yet regarding the game's coding. If there was any game like this made, I would hope it would be for people that are criminally insane, that it would encourage and HELP them to CHANGE their ways. Personally, I'd rather someone do this in a game than in real life. If you think for a moment that there is all bad in the world and no God, you fail to realize someone or something had to care to NOT be destructive, in order to create YOU. THere has to be more good than evil for more people to be born than die, at any given moment, and, if all someone sees is the bad, that is all they are looking for and all they will ever find. I hope this game's intent is of changes to people's pessimistic ways of thinking. If someone wants to play this game just for rampant killing, refusing to release this game or banning it will not change their ways; they are still a ticking time bomb; this is where we get the expression "guns don't kill people - people kill people" If they would release a demo (I'm sure they've coded enough of the game to immediately do so), we could make a further examination.
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