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I'm well aware of this, however I'm not going to just accept that and not bother trying, I'm going to try everything I can until I've exhausted all options. Thanks everyone for the help though.
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Havent had much luck im afraid. 2048x1536 and 2048x1152 and the like would not load, or seemed to load but using some other resolution. I could get most resolutions to load in windowed or fullscreen, scaling on or off, and all was well, except for my target 2560x1440, which still loads in software but has the painting issues. Really dont understand whats causing the painting issues since it runs at the res and shows the screen perfectly fine until scrolled. I guess unless someone else has a brainwave im going to have to settle for 1920x1080 windowed or just run it on the secondary monitor.
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Im pretty sure i tried it in windowed mode, but ill give it another shot when i get home and at different resolutions see what works. Thanks.
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Thank you for your efforts. did you try running things in hardware or software mode? I did manage to get it to load in software mode at 2560x1440, but the painting issues make it unplayable, are you able to test this to see how it fares on the resolutions you marked as "no"?
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Thanks, it is possible for me to run it at 1920x1080 still, however, since i own a monitor capable of 2560x1440, id like to utilise that, secondly, the image quality is far from ideal at non native resolutions. scaling is possible, but then i lose the size. I remember seeing users reporting that they had 2560x1440 working, but do not remember where, or how they achieved it.
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Posted the following on steam but havent had much luck in responses: Anyone been able to get the game to work at this resolution? I have been previously playing the game at 1920x1080 no issues using the -r1920x1080x32 command line in the launch options. This worked fine on software and hardware rendering. Ive now changed it to 2560x1440 and cannot get the game to work correctly. Launching on hardware mode will result in the game instantly crashing with an error message about being unable to initialise the graphics card or some such. Launching in software mode will work, however there are severe painting issues when scrolling around the city, with a hall of mirrors effect as the edges of the screen repeatedly paint over the top of itself leaving a trail. I have tried changing various settings in the nvidia control panel to no avail, ive also tried the in game graphics options again without luck. system is windows 7 x64, latest beta nvidia drivers with gtx 580. This is the steam version of the game - simcity 4 deluxe, ive validated my game cache etc its all up to date. I do have a retail copy of the original game + rush hour if there is some patching difference. Im probably more interested in the solution for software mode, as my experience with hardware rendering is extremely slow and jumpy scrolling which makes the game unplayable. However if someone has the solution for hardware mode which also solves the jumpiness, im all ears!
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so basically in my city i started out with a small landing strip, once the capacity reached full, instead of offering to upgrade the airport to a medium, it simply went into that abandoned look where its all grey and run down... couldnt fix it so i instead placed a municipal airport. but now its at like 48k or 60k capacity and is doing the same thing. i cant figure out what the problem is, funding is full, theres police to keep crime low, its in a nice part of town. i had the game setting for show urgent messages turned off, but turned it back on to see if this was blocking the upgrade popup, but still no luck. any ideas?
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erm... anyone got a direct link to the file? ive tried in both opera and ie7, but the link to the download page has no download button, nor does it automatically start a download.
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ok so ive tried removing all mods except for the essential stuff like nam and stuff i knew worked fine in the past. and tried different combinations of traffic simulators. i also tried putting the game on my friends computer which has 4gb ram and a intel Q6600 processor. nothing changed the performance problems. the only thing i can think of, and will ask now, is i use the curved roads in nam extensively in my cities... like, VERY extensively. is it possible the pathing on these could cause the slow downs? i even started a new city on a medium size map this time, 30k population and the slow downs are begining again. also, sorry about the seemingly newby questions about the reply button... it seems this website isnt very compatible with opera so the text formatting options and quick reply fields never loaded.
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so ok i made a fresh nam install... selecting the standard traffic plugin in nam and then installed the new plugins mode a park and ride. it didnt overwrite the nam installed one so i deleted it manually. so i gave this a try... commute times were around 90 instead of 3, but this didnt seem to change anything with sims complaining about long commutes even though the majority of them were a medium - long commute. as for performance, well it seemed to start off with a burst of 2-3 months in a matter of seconds then would slow back down to the 1-2 days a second thing for another 2-3 months before doing the process all over again. i honestly dont know what is causing this. my computer isnt great by todays standards but it should handle this game fine and has in the past. short of just deleting the nam all together and trying the standard maxis rules, i think the only other thing i can try is hoping my friend brings down his new intel quad core computer this weekend so i can copy the game across and see if a modern cpu suffers any unexpected problems with it. oh yes btw, something i have been meaning to ask. am i doing something wrong in the way i am replying? i enter paragraphs in the reply window, but when i submit it comes out as just a solid block of text. the only reply button i can find is the text reply under every post and thats what i have been using... is there another button that will allow paragraphs, or is it not as simple as just pressing enter twice?
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ok this sounds interesting. from in game behaviour, the new plugin for mode a with park and ride is working correctly, but yet the commute times are around 3 mins average on a large city tile with some people travelling the whole way across it, which fits inline with what you described with the speed ups introduced in nam but not changing how the commute graph reflects this. the 60 minute commute sounds more fitting then, so i guess ill try deleting all my nam stuff and installing again fresh, making sure the new plugin is the only one present. also, i have tried removing the majority of my plugins, just leaving the essential ones i use most (nam, custom terrain and water, plopable trees, radius doubler, industry quadrupler and a few more) and i noticed a small improvement in performance, not to mention i changed my traffic plugin from 0.009 to 0.0175. thanks for your help ill report back if i can get any more performance back.
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thanks for you help... i edited the file. but well i saw an improvement, nothing huge, but an improvement none the less... but im thinking theres a deeper issue. when i loaded the file in ilive reader its original value was 0.009 which seems really demanding compared to your 0.03 estimate (im using original nam plugin for the "radical custom special" along with the new plugin for park and ride option A hard. i tried removing the radical custom special thinking maybe they were conflicting? but that only seemed to increase my average commute time from 3 minutes to 60 minutes so i assumed they both worked together? (and no performance increase from doing so either) i then tried the 0.3 setting for pathfinding, which still had the slow moments of 1 day ever 1-2 seconds, but it had burts of around a month - 1.5 months before slowing down to the 1-2 seconda day for a little bit. im my mind this says the pathfinding isnt the root problem, but may be contributing to it. its prob a difficult question as you dont know all the other plugins i have installed, but is there anything else you can think of? if you have the time and think it could help, i could list you all the plugins i have installed? or possibly if you can think of anything in particular, narrow it down to a type of plugin i can list what i have of those. either way thanks for the help.
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im using the new plugins... from memory... mode A with the park and go setup. i havent experienced any bugs with it, but theres one thing im wondering. what CPU requirements are expected of using this plugin? i used to be able to play vanilla simcity 4 on large maps with huge populations fine, using old name traffic plugis slowed things down, but this was only really noticable on my computer at 300,000+ population. but now, im using the new plugins and have roughly 25,000 population in a large stock map, and the game crawls along. it takes sometimes up to 30 seconds for 1 day to pass, or on average, 5-10 seconds. i have a AMD athlon 3000+ cpu, 1gb ram. id expect this to run a 5 year old game better than this. i do have a large amount of other mods installed, but the only one i could think of that may cause such slowdowns, i have already tried deleting every instance of from my city and noticed no speed up at all. so yeah, really just wondering if this is expected behaviour from a cpu of my speed, of if i have something else slowing it down to help me narrow it down. thanks.
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i got the NAM installed, and im using the perfect path finding system, its great but ive got a problem with toll booths. even if there is only 1 way out of an area, if i place a toll booth on that road, the people will refuse to use it and display no job zots, or if i place it on a heavily used highway with the only alternate route about 4 times longer, they will take the longer route. some cars still go through the toll booth, but not many. i had a city which relied heavily on toll booth profits and suddenly im losing heaps of money cause they no longer use them. anyway my request is new toll booths that are compatible with the perfect path finding, so that they function basically the same as without perfect pathfinding. doesnt have to have a new model or anything, just updated coding i guess?
