Jump to content

twalsh102

Member
  • Content Count

    241
  • Joined

  • Last Visited

5 Followers

About twalsh102

  • Rank
    Resident

Profile Information

  • Gender
    Male
  • Location
    Colorado
  • City-building game(s)
    SimCity 4

Recent Profile Visitors

567 Profile Views
  1. Altering values in PIM

    Just another new thing to learn! You've been a fairly quick study so far! Believe it or not, Microsoft actually provides a tool that helps with this: the Calculator. Open the Calculator; click view; click Programmer. If you want to change a decimal number to Hex, make sure the radio button is on "Dec", enter the value you want to convert, click the "Hex" radio button, and there you have it. If you want to convert the other way, reverse the process. For Hex - Decimal conversion, strip the 0x and any leading zeroes when entering your Hex value. Note: When entering a hex value into Reader, add 0x to front of whatever the calculator gives you so reader understands you are entering HEX values. If you would rather use something other than Microsoft Calculator, just Google "Hex converter" and you get some other options, mostly online converters.
  2. Altering values in PIM

    That is normal (depending on what you've tried to change). There are a few values that can be changed in the Lot Exemplar by double clicking on a particular property. There are also a few values in the Building Exemplar that can also be changed (the majority of stats cannot be changed). For any property that doesn't open an edit window when you double-click it, you will need to use Reader.
  3. Show Us What You're Working On

    No need to panic. They are not the same file. The specific file quoted by @rsc204 (unmodified) is the only KNOWN file to cause that particular problem
  4. Strange issue with brown boxes

    Conventional wisdom for some time has been that the only cause of a brown box is a missing model (or an improper reference to it). I guess we now need to add inability to access/find the SC4Model file due to path length. Although Windows literature (https://msdn.microsoft.com/en-us/library/windows/desktop/aa365247(v=vs.85).aspx) quotes the number 260 as the value it uses for MAX_PATH (for versions of Windows prior to 10), there are several caveats that chip away at this number. As a practical matter, you actually have @ 247 characters for the total path length (starting with the drive letter and ending with the last character of the file extension, including any spaces). @Edvarz, since you're seeing brown boxes, that would tend to indicate that the total path length of the respective .SC4Model files are at or exceeding this number with your original path. If we go on the assumption that all of the files for the lot follow immediately after the path you gave for Kensington Apartments, given the length of the path you gave , and added to the length of the file name for the DN SC4Model file, unless you have a very long user name, you're sitting at about 195 characters - obviously quite a bit shorter than 247 characters. Were there any additional folder levels between the path you gave and the actual SC4Model file? The fact that you got things to work by removing 9 characters from the path would point in that direction. We have to be cognizant of the fact that often, as unzipped, there are folder levels unnecessary to proper functioning of the download, included in many downloads. Sometimes this is just due to default behavior in the zip/unzip process. Sometimes this is a result of the author packaging his/her files in a way that makes clear what files are required for proper functioning of their creation (@mattb325 is one who does this; I know there are others as well). The bottom line is that it is worth a couple of extra steps to strip away what is essentially "excess packaging" from each download before dumping the download into Plugins. This keeps Path Length as lean as possible, and provides more room to organize as we see fit, hopefully without causing problems as happened here.
  5. I have an alternate view of what @Camembert is asking for here. @RandyE, I think your post is closest to the way I'm reading his request. I think this is the key part: The way I read this is that instead of just creating a long list of numbers, he ultimately wants a graphic of a city that readily shows all the typical producers of tax revenue, and all the typical consumers of that revenue, on which he will overlay the Real-World numbers of a particular state/country. In the context of his project (writing a book) and of the first quote above, I read this to mean he is looking for a snapshot of someones existing city (maybe something akin to a CJ snapshot), from which he can create his graphic, rather than a actual existing region or city to "work on" in-game. It also doesn't appear (at least from how I read his original post), that he is looking for how SC4 simulates taxation/tax revenue to help make any of the points he is trying to make. I guess we need to hear back from him for some clarification on what he's looking for. Tim
  6. Missing textures

    You just ran into one of the pitfalls of the LD subfile. It's truly useless for determining any texture dependencies as it doesn't list textures at all (at least I've never seen it list any). Given this, and given that Reader will let you copy/past entries from the LD, maybe use the LD to assemble your Prop and/or Model dependencies (be careful with model dependencies as the LD will usually only list the model file name, not its source), and then use DataNode to determine your Texture dependencies and verify what you got from the LD.
  7. Missing textures

    @tariely, that texture is definitely from BLaM French Connections Mega Pack 2 (BLaM French Connections Mega Pack 2.dat). The DAT file for BLaM French Connections Mega Pack 1 has a very similar name (BLaM French Connections Mega Pack V2.dat). Is it possible your testers confused the 2 files? That's the only thing I can think of at this point. Not knowing how your testers have their Plugins folders organized, it's entirely possible the two files might be confused. Even the names of the folders created when the downloads are unzipped are very similar (FC Mega Pack 1 V2 vs. FC Mega pack 2). Don't know if you're already doing this, but to absolutely avoid confusion when providing dependency lists, a suggestion would be to provide the name of the dependency as provided on its download page, the name of the DAT file itself (as this can differ greatly from the name of the download; primary example: name of download - BlaM HIDP Prop pack 1; name of DAT file - BLaMFkprops1.dat), and a link to the download location. In this way, if a person decides to check what they already might have, they have a file name to search for. If they decide to check the download location first (or know they don't have the proper file), they have a link to the download location. While this can be a pain-in-the-butt, especially if you have a long dependency list, it might go a long ways toward alleviating the inevitable question: "I have all your dependencies! Why won't it work?"
  8. Missing textures

    Both textures are found in BSC Textures Vol 02. (NOTE: I used DataNode to identify the source.) geoffhaw is still the keeper of the master texture ID list and resides over at SC4D. A copy of the master spreadsheet has not been released in many years (I think 2006 was the last release) (my guess is this is because of file size, and the fact that it's always being changed). However, I think I remember reading sompleace that he will search the spreadsheet for you to identify the "owner" if you provide an ID. His topic at SC4D is at http://www.sc4devotion.com/forums/index.php?topic=2101. To my knowledge (although I wouldn't call myself an expert on everything it does), Reader doesn't provide any option for identifying where the source of a particular dependency. Having said that, If an LD subfile is included in the .SC4Lot file, it will often times provide a clue, if not the correct source of needed dependencies. Unfortunately, it does not list textures. It is also not reliable as it is not included with all lots, and the older the lot, the more likely it will list files that no longer exist. I think (but have not tried to verify) that LD subfiles are created by the Maxis LE, but not by PIM-X DataNode is the tool you need to do this. But obviously it only identifies a dependency source that is present in your Plugins folder. Remember to scan your entire environment first before trying to scan individual directories. Note that PIM-X provides a capability to identify the source(s) of dependencies for a particular lot, although it won't allow you to scan your complete environment. The capability in PIM-X is good for when you are creating a lot using the PIM-X lot editor, and you want to verify all the dependencies you used to create the lot. One downside is that it NEVER identifies the source of effects. It will always list effects as missing dependencies.
  9. Bug Vnaoned Monuments

    OK, I tried to do some sleuthing. Since everyone's Plugins folder is different, it never hurts to scan with a different set of Plugins. Unfortunately, I got the same results you did. We can already tell from DataNode that the Dependency list for this package is incomplete/incorrect (i.e. the Louis XVI column uses BSC Textures Vol 02, when only BSC Textures Vol 01 is listed, but not actually used for any lot). I could not identify the missing FSH from my library. Note: there doesn't appear to be any appreciable difference between what's shown in PIM LE vs. any available pictures. It's possible that the missing FSH is a reference to a texture Vnaoned decided to not use, but the reference was never removed from the Lot exemplar. Likewise, I couldn't identify the missing props from my library either. Lot editors (Maxis LE vs. PIM): Here's another advantage of PIM. It shows you where any missing props are supposed to be as you would see the Lot in-game. This is useful if you have an imae of the lot to determine what's missing. So one of the missing props is a bench for sure (according to available images). The top down view shows approximate size and shape of missing dependencies. From what I see, I'm guessing the other missing props are a fence or hedge (Iong, very narrow), and possibly a small planter, sign or light pole (small square) On the subject of availability of props in LE. I'm afraid you may have read something into the ReadMe file and download description that wasn't really there. Vnaoned says that Lots are available in LE. He also says that props are available under VV... He does not state that all, or any monuments are available as props. So some sleuthing here reveals: The Concord Fountain and Louis XVI column are the only monuments he created as props. They and several other props are located in VV_monuments_props.dat (included with the download). If you want props of the other monuments, you will need to make them yourself. You have all the basic ingredients you need (i.e. the model files). I don't know if Maxis LE will let you create Prop Exemplars, but I know PIM will (very easily). All models have fixed rotation angles, either orthogonal or diagonal. You cannot make an ortho prop into a diagonal prop (or vice versa), as you are stuck with the rotation angles the model was designed with. While Vnaoned hasn't been active since March over at SC4D, you might want to PM him with your quandary of the missing dependencies. If you can't reach him, you might try girafe.
  10. I thought I had searched through all the Simulation exemplars looking for a setting that defines the funding curve, but hadn't found anything... until this morning. The curves for both health and education coverage are defined in the Residential Simulator exemplar. So the School Funding to Coverage Curve contains three data points: 0, 50; 100, 100; 120, 110. Based on what I see in-game, this translates to: 0% funding gets you 50% of the listed School Coverage Radius; 100% funding gets you 100% of the listed radius; 120% funding gets you 110% of the listed Radius. The Health Funding to Coverage Curve has two data points: 0, 50; 100, 100. This translates like the School Funding curve. So theoretically, one could make a copy of the Residential Simulator exemplar, and easily modify these curves to create the kind of "mod" you're looking for. The problem is that other mods also possibly make changes to this same exemplar. I know for sure that CAM does, and there are probably others. In order to not interfere with other mods, one would have to try and create a mod (new exemplar) that just contains these curves, and doesn't overwrite the entire Residential Simulator exemplar. I don't know if it's possible to create a mod that will overwrite individual values from another exemplar. I'll need to experiment some, while trying hard not to blow up my game (unless there's someone out there that already knows whether this is possible)!!
  11. In DataNode, a missing dependency should be readily apparent, as DataNode shades the Lot Exemplar and/or Building Exemplar line in a peach color if something is missing. You don't really need to decipher the error code in this instance. A brown box will result from one of two things: a missing model, or a reference to an incorrect model ID in the building exemplar. Nothing else will cause a brown box. I don't see how load order could be the cause. In order for that to happen, you would have to have multiple models using the same ID that thus overwrite each another, and for the other model to also be missing. I have never seen or heard of such an occurrence. Load order could technically cause an issue if you have another lot in your plugins folder that has the same IID. But in that case, you would have a different name in the menu, and you would still be missing a model for the building on that lot. I downloaded the lot and the listed dependencies as well and everything came out correctly in-game. Please run a search on your plugins folder for “Mattb325_Broadway_Cruise_Ship_Terminal-0x5ad0e817_0x7d7c6c4f_0x30000.SC4Model” and verify it exists there someplace. I also get a large brown box if this model file is not present.
  12. @Moses Zal: No worries; I didn't take any part of your last post as argument/counter-argument/whatever. I have a feeling we probably both missed something, so I gave this some more thought. First, the SimCity world is divided into 16m x 16m tiles. So the numbers listed for school coverage radius for both the Maxis Large High School and your custom high school can't be realized in game. In-game the radius circle for the Maxis Large High School only reaches out to 800m (50 tiles). Similarly, the radius circle for a custom school with a listed radius of 2181m only reaches out to 2176m (136 tiles). Because of this, distance ratios won't match when using listed radius vs. actual in-game radius. In reality, this isn't relevant to your (our) quandary. However, what is relevant is where Local bus funding actually starts. Maxis has it start at half the total school coverage radius instead of the center of the school tile. So, at full funding ($500), the Maxis school has a coverage radius of 820m (800m actual in-game). At 0% funding, the custom school has a coverage radius of 1090.5m (1088m actual in-game) (1/2 of total coverage radius). Because of this, I can't think of a way to come up with any kind of formula that would allow one to normalize Local Bus Funding costs between schools with different School Coverage Radii. Neither of our formulas (no matter how much they might make sense) work unless funding were to start at a coverage radius of 0. BTW, this means that Local Ambulance Funding for Health Care Facilities suffers the same issue.
  13. As you've noticed, there are generally two values for the Budget Item: Cost property for schools below college/university level. Colleges, Universities, and other upper level education buildings only have a single budget number as they don't rely on bussing to get students to the school. The first value is essentially "Maintenance" (Local Funding slider in the query). This value can be adjusted from 0 to 120% of the value listed in the Building exemplar. This number affects total student capacity of the school. There is a curve defined someplace in the game that determines capacity based on funding. With funding at 100% of the listed value, the capacity is that listed for the School Student Capacity property. However, one must be careful here in that Local Funding below a certain level will result in strikes. The second value is Local Bus Funding. This value can likewise be adjusted from 0 to 120% of the value listed in the Building exemplar. This number affects radius of coverage for the school. Likewise, there is a curve defined someplace in the game that determines radius of coverage based on funding. With funding at 100% of the listed value, radius of coverage is that listed for the School Coverage Radius property. Adjusting the School Coverage Radius can be used to limit the number of students trying to attend a given school. I understand what you're trying to do (i.e. trying to make budget costs across all schools consistent with the original Maxis numbers). Unfortunately, there is a basic flaw in your calculation in that it doesn't take into account school student capacity. Your calculation would only be "fair" if both schools have the same capacity. Basically, what you need is a constant for Funding per student per meter of coverage (since those are the numbers we can modify). Of course, this isn't very realistic in that it assumes that all students must get on a bus to get to school. So, using the Maxis numbers for the Large High School, we end up with $500 (monthly cost for bussing)/4500 students (school capacity)/820meters (radius of coverage) or a cost of $0.000136 per student per meter of coverage. But the problem is that Maxis was not consistent. Using the same calculation: Cost for Maxis Elementary School: $0.000520 Cost for Maxis Large Elementary School: $0.000245 Cost for Maxis High School: $0.000260 So in the Maxis world, costs for bussing elementary school students is essentially twice that for bussing high school students. And the costs for bussing to a "normal-size" school are twice that for bussing to a large school. How does this make any sense?? If Maxis wasn't consistent, how can one make the costs for custom content consistent with Maxis content? Maxis also doesn't take into account location of the school. In a large city, one could probably set Local Bus Funding to zero and still max out School Student Capacity, whereas in a rural farming community, one could set the Local Bus Funding to 120% and have trouble meeting half the capacity of the same school. Personally, I think you've opened a can of worms, for which there is no realistic solution for getting all the worms back in the can. In the RW, a school district might use a simplistic calculation something like: total monthly operating costs for the district's fleet of buses, divided by the total number of students actually carried, divided by the total number of miles (or kilometers) traveled by all buses. Even then the results of such a calculation would not be useful for comparing costs to those of other school districts as it doesn't take into account: relative age of buses (older equipment requires more maintenance), relative size of buses (larger buses could mean fewer buses to carry the same number of students, or fewer trips per day), number of buses in use (buses used twice a day are going to need maintenance less often than those used 6 or 8 times a day), length of routes (densely packed urban areas may have bus routes that cover only a few blocks vs. bus routes in rural areas covering many tens of miles in each direction), relative level of funding available in wealthy school districts vs. poor school districts , etc. And of course many of these factors may impact one or more other factors. On the subject of "cheating", since the conditions for "winning" are based solely on goals set by a particular player for a particular city or region they are currently working on (and goals can change from city to city, or region to region), and one can only lose by either letting ones budget go in the red by a certain amount, or by letting one's Nuclear Power Plant blow up, the definition of "cheating" is going to be up to each individual. Who is one cheating against? Or, what rules are being broken? Having said all of the above, the reality is that at the end of the day, you are the one who decides how you want to play the game (although there will always be someone who will try to tell you you're wrong), and you are the one who decides what makes sense to you. FWIW, on the subject of level of funding versus radius of coverage, I conducted a simple experiment on the Maxis High School (not the large one). With Local Bus Funding set to 0, the radius of coverage is approximately half that when Local Bus Funding is set at 100% of the listed value. The Funding vs. School Coverage Radius curve is essentially linear between 0% and 120% funding. Since this curve doesn't appear to be set per building, I can only assume this would hold true for all schools. Also note that a similar situation exists for funding for Health Care facilities, with separate values for Local Funding and Local Ambulance funding. A curve similar to schools (if not the same curve) appears to be in use. Cheers
  14. To @licoricebomb and all others concerned: my original intent in reporting that @huzman was already working on something similar was just that, in case you weren't aware of it and might decide it wasn't worth an effort to recreate the wheel. It was never intended to insinuate that you were "copying" @huzman's document or work, though I'm afraid he might have taken it that way. So to everyone, I apologize.
  15. I hate to tell you, but this has already been done, recently, by @huzman
×