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SimCity 4: Extra Cheats Plugin by Buggi, testing the Commands.
OrSpeeder replied to City_Slider's topic in SimCity 4 General Discussion
I am currently trying to talk to EA by various means, if all of them fail I will try to convince Paul Pedriana, or see if I find other devs. -
SimCity 4: Extra Cheats Plugin by Buggi, testing the Commands.
OrSpeeder replied to City_Slider's topic in SimCity 4 General Discussion
Yes. RDTSC was supposed to tell you how many clock cycles happened since last call. SC4 uses it for that specific purpose, it calculates how fast your processor is and adjust the game rules accordingly. Except right after SC4 launched, because most programmers were using it wrong (they were using to count TIME instead), Intel and AMD decided to change what RDTSC does, and make it count time, instead of counting processor cycles. This causes a bunch of issues with SC4. The only way to play SC4 in a way that makes it behave perfectly, is use a computer from around 2002 :/ -
SimCity 4: Extra Cheats Plugin by Buggi, testing the Commands.
OrSpeeder replied to City_Slider's topic in SimCity 4 General Discussion
I already poked around to see what need fixes and even know how to fix some of them, but I need EA permission to make it official. RDTSC is the first fix I would do, it would immediately stop all complaints on Steam about SC4 crashing, and could even improve performance. -
Safe options for digital download of SC4 Deluxe
OrSpeeder replied to simphonian's topic in SimCity 4 General Discussion
About DX7 issues someone mentioned. I had a nVidia Optimus laptop, and found out because of it, that nVidia since 2007 or so (so SC4 was only 4 years old then) will outright lie to the operating system and the game when it receives requires using the DX7 API. nVidia since 2007 basically decided DX7 was out of support and so they stopped trying. I just installed SC4 on a AMD GPU machine, so no idea if it will be buggy or not, but nVidia I know since 2007 breaks stuff in SC4. -
SimCity 4: Extra Cheats Plugin by Buggi, testing the Commands.
OrSpeeder replied to City_Slider's topic in SimCity 4 General Discussion
Hey Buggi! I am trying to do same thing. Even found Paul Pedriana and Bob Summerwill. Can you help out? I couldn't figure out even how to reach EA lawyers in first place. I wanted to release the source, if not possible, then create a team to make official updates for SC4, starting with me removing the stupid RDTSC. -
Playing Around with the In-Game Lot Editor
OrSpeeder replied to CorinaMarie's topic in SimCity 4 General Discussion
I have a file here I don't remember where I got it. I think I made parts of it? Don't remember anymore, I found it on my source codes here. allGZIDs.h- 45 Replies
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Playing Around with the In-Game Lot Editor
OrSpeeder replied to CorinaMarie's topic in SimCity 4 General Discussion
Just found this thread! WHOOOOA! So, you are "wrong" about it "appearing" to be internal tool, the wrong part is the "appearing", I can confirm this IS the internal tool. Back in 2016 I exchanged e-mails with Paul Pedriana and asked about all this stuff, and he said that it existed, in fact all Maxis lots were made with this tool. Back then we believed all of it was dummied out, I am surprised that someone found out how to launch it! As for the script editor, it is not supposed just to be an editor, but a full blown debugger. The other thing you found out there is called "Ingred" from what I understood it was how Maxis edited the stuff we currently edit with iLivis Reader- 45 Replies
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Can growables outside residential zones satisfy residential demand?
OrSpeeder posted a topic in SimCity 4 General Discussion
I tried to do this in other games but it didn't work... maybe I will resume working on SC4 if it is possible to do on SC4. Basically I want to allow slums to show-up on non-residential zones, for example people building slums on farmland, industrial areas, retail areas, etc... Idea is allow a more organic growth of the city, like it happens IRL, sadly you can't make growables show in zoneless places as far as I know, so this is the best that would work. So is it possible, to make a "farm" or "industry" that provide housing capacity and people can live in it?- 3 Replies
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I bought it, it is really good. I came here just to ask the same question hehehe. They are making the game intentionally very mod friendly, its building editor is launched from the game main menu even!
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Long-distance railroads and avoiding the eternal commuter bug?
OrSpeeder replied to sizarieldor's topic in SimCity 4 General Discussion
You are slightly wrong. Like Nonny Moose said, people DO move to A to C if they don't find what they want at B. I built a region that was like this: I==R | C F I is a industrial tile, it is also the ONLY tile that has powerplants and garbage collection R is my original tile, and turned in a balanced town, but skewed toward residential C is my "downtown" F is a farm tile. = and | are roads, = is a RHW 10s and | is a RHW2 C has 160k people, R has 100k people, I has 5k people, but 50k jobs, and F has 10k people and more 50k jobs When I use the route query tool, I can follow some sims from C to F, from C to I, and so on, when I consider their travel type (for example, once I was mucking with some stuff, and ended with buses going directly from C to I, thus I knew that all buses arriving at I were residents of C). all my "road" tiles have tiny towns (about 50 of population and 200 jobs) in them, my intention was to simulate gas stations and their surroundings. Also there is a guy from "F" that is a hero, it is a single sim, that WALKS from F to C in the morning commute, and WALKS back at the evening commute, I have no idea why (probably congestion in the RHW2 resulted in walking being faster for that guy). My RHW 10s starts at the southmost part of C, and ends right at the entrance of I, this is because I made "I" to be a industrial park of sorts, the RHW splits in several smaller roads, and there are tollbooths to enter "I", this is inspired by a industrial park near my home (ie: it is a single neighbourhood with tollbooth in the entrance that employs something like 50k people, and everything beyond those tollbooths are industries, I was there a couple times to deliver parts). -
Doing my best to pull a new golden age from my side, lets see if I can pull off something \o/ (I only wanted to finish my mod, but now ended working in 4 or 5 SC4 projects, I even lost count)
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What mods should go in my gameplay overhaul mod?
OrSpeeder replied to OrSpeeder's topic in SC4 Modding - Open Discussion
I-HT fix is slighly incompatible with my mod (I change the same files, but the numbers used in I-HT were also used on my mod, so it is "included"). Opera House Fix... OK, will see that (I think I have it installed here already) Private school fix, I remember meddling with that, but I don't remember anymore what it was, I will check. Crime Doesn't pay is completely incompatible with my mod, and not needed anyway (my mod change crime rules quite a big, and fix the same issues that Crime Doesn't Pay was supposed to fix in a better way). Spaceport fix I installed recently, will take a look more into it later. 3xCityHall... what is that? Grand Railroad Station fix I thought wasn't needed in Rush Hour or Deluxe? SPAM I decided to not include at all, I really liked SPAM, but instead I decided to make new agriculture rules, I will study later if there is a way to make my mod compatible with SPAM models though. IRM I am still thinking what to do with it... the problem is that the game default industry system suck, and IRM fixes it, but the fix involves messing with lots :/ I didn't want to include lots of lots. -
I want to "autodetect" SC4 folders... Anyone know how? I assumed they would be in the windows registry... but they aren't (at least on my machine). Also, I wonder how to find them on OSX port, and how to find it on Wine
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question for NAM's traffic simulator
OrSpeeder replied to promise's topic in SC4 Modding - Open Discussion
I made a unintentional test here. I re-installed NAM after cleaning my folder of plug-ins (they were making my mod get buggy), I changed the automata options, to "radical" then I installed this mod: Now the result is that even a tiny city with only 4 farms, 2 residential city blocks and 1 commercial city block there is already lots of cars, and some traffic jams. -
Long-distance railroads and avoiding the eternal commuter bug?
OrSpeeder replied to sizarieldor's topic in SimCity 4 General Discussion
I tried this on a region of mine with RHW and normal roads, it worked fine. Probably your issue is the lack of station then. A solution might be make like happened in the real world: along long rail tracks, people would build a small station and a tiny village around it. (at least where I am from there are several cities taht started this way)
