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Everything posted by matias93
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Vistas cenitales de cuatro intersecciones de carretera en el centro de mi ciudad, cada una con una forma un tanto heterodoxa, buscando ajustarse a las dificultades del terreno e intentando no perturbar los barrios consolidados (queda a su juicio si tienen éxito en ello).
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Yup, and the terrain mod is CP Missouri Breaks. The sidewalks are inspired on these ones, which are typical of the city, but that sadly have been started to get replaced with more generic designs:
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Rotating Issue when plopping Lots
matias93 replied to simster007's topic in SimCity 4 General Discussion
The orientation resets when the cursor is moved, so maybe it's that you're using a mouse that's too sensible. You could try with an older one, or setting the sensibility in a lower level (if your mouse allows it), or using the trackpad if you're playing on a laptop. Also, optical mice tend to react erratically when put over rough or unevenly coloured surfaces, so you might want to try putting something more plain, like some paper, under it. -
Graphics Driver Crash When Scrolling City Map
matias93 replied to Elvenly1's topic in SC4 Bugs & Technical Issues
Hi! It sounds like the kind of problem that can happen with an incorrectly configured DgVoodoo2 wrapper. Are you using these presets? If not, they're worth a try! -
A surprisingly coherent complex of residential blocks beside a higway, though the poor neighbours on the leftmost one are concerningly close to that elevated avenue!
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Is there a simple way to get more variety in growable buildings?
matias93 replied to kkffoo's topic in SimCity 4 General Discussion
You could make a thread for it, and then send feature submissions to have it appear on the main page... -
@IDS2 might be able to help...
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I hope you kept a backup of it, because with the SC4fix installed, you can cure the prop pox by simply saving the affected city with minimal props activated (on the graphics settings) and then with maximal props.
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That's a lot of demand for anything but low-wealth residentials! First, are you using a plugin to modify the demand levels at large? And do you have other cities on the same region with lots of low-wealth Sims that, somehow, cannot reach this place?
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Banned for causing thumping sounds with "bunnies".
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You could release this car as an S3D automats in a handful of taxi liveries, considering that it's still one of the most popular options for the work for its cheapness and reliability.
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Banned for allowing the construction of McMansions on his city.
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At first sight it looks like southwest Asia, with those lush forested hills, dense building complexes and multiple canals, but I'm not exactly sure of where to pinpoint it. It's also a very close image, considering that singular buildings can be distinguished, and that big lot that seems to be an airport in construction. But no, I'm not managing to identify it, so I'll let someone else give it a try.
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I need help updating NAM from 48 to 49!
matias93 replied to PunkRubberRiley's topic in NAM & Transit Networks
Hi! That means that you opened the .jar executable inside your compression software, and are seeing the insides of the installer. Try decompressing the whole .zip file to a temporary folder and to run the .jar executable from there. -
That's Vasco da Gama, the biggest city in the state of Goa, India, and a Portuguese colonial possession until 1961. The shape of that peninsula is really characteristic! * * * Now, where this other city might be, with such stark contrasts in colours?
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Help with screen resolution
matias93 replied to tranlong11694's topic in SC4 Bugs & Technical Issues
That's because you're using too high of a screen resolution, and this game is old enough to not being able to deal with it increasing the size of the UI elements. In fact, that weird artifact with the clouds on the left margin is also caused by the same: the game doesn't know what to do with so much screen. You could reduce the resolution you're asking for the game to run, modifying the INI file for the launcher DLL on your plugins folder, but keep in mind that all screens have a "native" resolution that corresponds to the number of actual pixels the screen has, and anything but that resolution or submultiples of it will look blurry. I don't know what your screen resolution is, but to give an example, let's say it's 4K. That means that your screen, physically, has 3840 columns and 2160 rows of pixels, while this game was designed to deal with a maximum of 1280x1024 pixels. What you can do is to divide both dimensions of your screen by two, reaching a resolution of 1920x1080, the traditional fullHD of the 2010s, and have every game pixel being drawn by 2x2 actual pixels on your screen; it will look as crisp as the native resolution and with a much more useable size for the UI, with the added benefit of running faster, as the game will have to draw only a quarter of the pixels it has to on 4K.- 4 Replies
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[sc4pac] Let's write our own package manager
matias93 replied to memo's topic in SC4 Modding - Open Discussion
DLLs should be loaded before everything else, but once they are read, they will apply to everything. If I remember correctly, files located on the root Plugins folder (as opposed to into a subfolder) get loaded first-hand, so you might try that. That's the idea, but, as always, it's good to remember that all of this is the work of volunteers that contribute in their free time, so the times for releases and updates are always irregular. -
Is there any mod for curved highways that's easier to use than NAM?
matias93 replied to bluejeans's topic in SC4 - Custom Content
For the auto-streets when zoning big areas, a partial solution is to press the Shift key when zoning. Though, in very big areas, this might result on zones facing each other, which won't grow until fixed. Personally, I prefer zoning individual lots using the Control key, but dragging the roads and streets first and zoning afterwards also functions and is faster, even if a bit less precise. -
That's probably too green to be Mediterranean, so either temperate or tropical. The city isn't that big, but it has some mighty infrastructure, with two cargo seaports and that highway running in the middle of the city. The centre has the traditional checkerboard, so it's most surely under Romance influence, with the terracota roofs also suggesting that, and I see two stadia that might suggest association football as a popular local sport? The sheltered bay made me think of Galicia or Northern Portugal, but I didn't find any city there that resembled this one, though it looks very similar, so I'm maybe missing it? No. I have no idea. Maybe someone else can take it from here?
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Would it be possible to run the game fine with every single STEX addon?
matias93 replied to bluejeans's topic in SC4 - Custom Content
Most certainly no, because a lot of mods, especially the bigger ones, are incompatible with each other: NAM and NAM Lite, or CAM and SPAM and IRM, all of them modify the same functions of the game and will clash with each other, and because of that, many custom lots that are made for them are pointless to install if you are using an incompatible mod. With terrain and tree mods is even more complicated: changing between them has to be done carefully to avoid crippling CTDs. Now, in terms of performance, we have some tools that help with it, as the established DatPacker and the new DLL DBPF Loader, which make the game more efficient at reading files. Still, even with these tools, adding more plugins tends to have diminishing returns: the chances of growing a particular custom lot are lesser if it competes with hundreds of others, and you'll rarely have the space to build every single custom building on a city if you are aiming for realism: landmarks are called like that for a reason, having 20 super-tall towers on the same city just makes them clash with each other. I would say that the best approach here is to decide what you want to do with a given region, and curate your plugins to that effect. -
That's specifically an effect of the NAM slope mod. You can tweak it, or change it for another slope mod for rail, or remove it completely and simply use the one that comes with the game, without affecting the RRW. build a railway and then click over it with the monorail tool, that should convert it (though I'm not sure if that's the case as well for elevated hybrid railway, I'll check).
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This one maybe?
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Got a quick SC4 question?... Ask here!
matias93 replied to City_Slider's topic in SimCity 4 General Discussion
Check on the highway menu for "height transitions", those are the pieces you need to use. It is recommended to start only using Level 1 overpasses and go further up only if needed, because higher levels require longer height transitions, and force the interchanges to be bigger. -
The ground colour and the small dunes on the northwest suggest a sand desert, so that helps to discard some places: it's most certainly not Atacama or Australia. Also, the city centre is big and old, pre-industrial, with narrow and winding alleys, so most surely it's in Arabia or the Maghreb; at the scale of the image, I don't manage to discern any building that has an odd orientation, so either some of the city grid is oriented towards the Mecca, or I'm just not finding the mosques. What I can see is the stadium, and because it points roughly to the north, it might be a football one. The body of water is not particularly small for such an arid environment, and the city as a whole is quite sizable, so I'm guessing is at least a subnational capital. And, after some false findings, I can confirm, that's Timbuktu, Mali, capital of its homonymous province, famous for its riches and wise men, and located in the Sahel, south of the Maghreb. * * * My turn, then!
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