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Everything posted by matias93
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Questions RE: Paeng's Waste Management Garbage Docks, and plugins that have cosmetic water.
matias93 replied to Han Solo's topic in SimCity 4 General Discussion
That set is made to work with PEG Ponds, so it would look like a fluvial dock. You would also have to find a way to interface the ponds with the game water, I don't remember if the Ponds include such an interface, as they were made to be used in hilly regions initially. It's most probable, too, that the absent texture is also in the PEG Ponds plugin or its dependencies. -
you guessed only the first letter right. but maybe he'll be the next, though...
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Not autoconnected RHW means a HUGE difference for interchange-making!
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@Edvarz should be able to answer that
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Given that he was online here yesterday, he might even find his original and upload it here? I checked it and it's not one of the ones on the STEX.
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Wait, did you edit the region with the Terraformer? If you did that and didn't kept a backup, then you might have overwritten the city. In that case, the savefile isn't corrupt anymore, but it's also erased back to god mode.
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That's another program by Wouanagaine, but in practice it should also show if the savefile is corrupt or not. The advantage with SC4Save is to be able to explore the non-corrupt savefiles for other types of data integrity (I think it was done to study the prop pox, in fact).
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There's a tool for this, SC4Save by Wouanagaine, but I'm not sure if it's available to download now (it was on the LEX), on it you can check if the savefile is intact or corrupt: an irretrievably corrupt savefile, instead of opening, will produce a Python execution error, like this one on a very old city of mine: Trying to open this city on the game produces a CTD for the same reason it causes this execution error: important parts of the file were deleted on a failed saving process, probably because I switched to another program while saving the city, or suspended the computer while saving.
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@Lucario Boricua I think you can answer this
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Initital game setup, flaws and bugs.
matias93 replied to Fernac's topic in SimCity 4 General Discussion
Hola! Este puede ser un buen punto de partida para ir resolviendo los problemas más comunes: Adicionalmente, siempre es recomendable instalar alguna versión del NAM (Network Addon Mod), ya sea la completa o la ligera, porque incluyen una versión *muy* corregida del simulador de tráfico, que mejora sustantivamente el realismo del juego. -
If I remember correctly, that particular lot, with the mausolea and all, is part of the Paeng's Cemetery pack.
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Colossus Addon Mod 2.5 - Development Diary #1
matias93 replied to Ulisse Wolf's topic in SC4 - Custom Content
Power lines, being considered by the game as networks, could (IIRC) be modded to produce air pollution, but for it to actually happen they would need to experiment congestion, which would still be impossible because they aren't pathed for any sort of traffic. I don't know if it's possible to make a network produce air pollution even at zero congestion, but that could do the trick.- 20 Replies
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Yeah, with two big limitations: you will have to divide the area in a lot of cities in the game, as the biggest available city is only 4x4 kilometres, and depending on the map you find, you will have to use a lot of fractional diagonals for the networks, because the city centre and the suburbs are oriented in different angles. This one, for example, would have the city centre at a weird angle but the suburbs being conveniently orthogonal:
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Got a quick SC4 question?... Ask here!
matias93 replied to City_Slider's topic in SimCity 4 General Discussion
Keep in mind too that many custom-made plazas are actually modded as parks, and as such, they help more with the residential demand than the commercial one. -
There's also nofunk's Aqua nightclub:
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The reason why that happens isn't exactly due to the mod. As Jack said, the mod only makes the night colour darker, and because of that, the buildings that came with the game look darker as well. Those buildings, in fact, look the same in night and day, but during the night they add a "lighting mask", which is a semi-transparent texture that covers some windows and make it look as if some rooms were illuminated. It's basically a transparency trick. The only buildings that look strange are those which include "baked-in" night textures, which are a full lighting mask that covers the entire building. This was created by modders around 2006 (IIRC) to allow for more detailed nightscenes on which the exterior light illuminate the facades. A bit after, and based on this method, it was proposed to switch to a darker night lighting and to make all of those baked-in night textures comply with the new standard, but not everybody switched in, so now there are two standards.
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Got a quick SC4 question?... Ask here!
matias93 replied to City_Slider's topic in SimCity 4 General Discussion
The tileset property is applied to the lot, not the building, so in the case of CP's lots with building families (that's how the multiple model thing is called), you wouldn't be able to do it. You could try to make many copies of the lot, each one with a single version of the building, and assign a different value to the tileset in each of them. It's time consuming, but very much doable. -
@rivit included an automatic script on the newer versions of his GoFSH tool to convert Maxisnite building textures into something very similar to Darknite. Sadly, it's impossible to do in the opposite direction and get a good result.
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And those are included on this pack: https://sc4evermore.com/index.php/downloads/download/11-residential/139-sc4d-LEX-legacy-zero7-residential-pack
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If I remember correctly, those are NBVC's Marinas, which you can find here: https://community.simtropolis.com/profile/201408-nbvc/content/?type=downloads_file
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I think you're asking for the fix to CTDs, so here's a thorough explanation: https://community.simtropolis.com/forums/topic/73967-cpucount1-myth-or-truth/?do=findComment&comment=1675662
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Nop, instead you got the latest prophetised one, lol. What about Metarvo?
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SimCity 4: Dirty and Manufacturing Demand Booster
matias93 replied to zencoz1's topic in SimCity 4 General Discussion
Sims can only look for work on the 4 directly adjacent cities. This is because there isn't such a thing as regional pathfinding: when sims cross from a city to the other, they "forget" their starting point and are now "housed" on whatever neighbourhood connection they entered the second city. From there, they can go to another city if they don't find a job there, but as they don't know from where they started, they can even go in a loop back to their city of origin, not directly, but crossing 3 or more cities in the process. -
Did you look on the Power menu, where all the other power plants are? Also, for the next time, when a message includes words in bright blue and underlined, you can click on them to get direct access to the object in question.
