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sys12189

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About sys12189

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    Hitchhiker
  1. Game Save Issue: No region view

    Yes I am aware of the problems of save & exit / save & quit, and I don't deliberately change focus. The problem for me is that the window apparently 'loses focus' out of nowhere, even when I don't touch anything after clicking save.
  2. Whenever I save using Ctrl+S or the Save button, after about 3-5 seconds the window sort of 'loses focus', the mouse cursor which is supposed to be an hourglass when playing SC4 turns into the spinning blue cursor you usually get when loading stuff, and it says on the windows title bar that it is 'not responding'. If I do something stupid like changing windows or click-spamming then the screen turns whitish (the way it does typically with non-responsive programs). Sensible enough to not do this and just wait patiently. BUT if I don't do anything and just wait, then after about 15-60 seconds it says that the game is saved. (I consider this quite normal for save times) The save itself seems OK. the problem is that when this happens the region view of the city looks completely blank. It gets blank every time the save goes on with the aforementioned symptoms, and I have to tell you, it's very common - much more often then not. Once, a city got corrupted once so I had to load it from a backup, but that's only once. Maybe it has something to do with me attempting about a dozen saves of the exact same thing. SC4 does this weird phenomenon most of the time. Sometimes it saves normally without any of this hassle or 'unresponsive' screens. I don't know exactly when I get the problem, but the problem seems to be more prevalent in highly developed tiles, because my 20,000 pop rural area does this not responding thing only once in a while, in my 80,000 town - about two-thirds of the time, so in about two or three save attempts I'm clear. In my largest city of 950K I get this almost all the time. The game is playable but I have to say that trying 10, 20 times saving to just get a region screen view / or just look at blank green squares can be quite frustrating, and wonder if it is a technical problem that can be solved. ======== I run version 1.1.640. the plugin folder is about 1.3GB in size, so excluding the NAM I don't think I have that many plugins. CPU: Intel Core i5-8250U (this is a laptop) RAM: 4 GB Pagefile: 9353 MB, according to dxdiag (I dunno why, I recall setting this to 5120) GPU: GeForce 940MX / Intel UHD Graphics 620 (I use the former when running SC4) OS: Windows 10 version 1903 (build 10.0.18362) something 'special' - my C drive is running low on space so my pagefile.sys is on D. Maybe this might be a factor....
  3. Traffic jam effects

    Yes, the traffic jam tops out at three times the maximum capacity, at 30% of original speed. That makes driving on a congested avenue about the speed of driving on a street(with no congestion). My jams are mostly bottlenecks in front of the highway entrances and extending one or two blocks.... and I personally never had a problem with the mass transit 400% usage, and from what I know the traffic simulator doesn't work that way(close down for the day....etc.)
  4. I heard from somewhere that NAM changes the system files, not the SC4 exe. The patchlog from last year states that SimCity 4.exe had no problems, SImCity_1.dat did. Also, my exe is 1.1.638.0 and so is all the other SimCity files. None of them are 1.1.610.
  5. Whoops. I'm in trouble then. I installed that patch long ago.. also SimCity1.dat has a different Edit and Access Date from the others... the other files have these dates at November 14th 2003, but SimCity1.dat stands at June 13th 2015(guess that's the date I did that patch...) long ago, I tried to do that patch, and I faintly remember getting the 'file with the same name' error.
  6. I installed the NAM fine and it shows i am at 1.1.638.0 which I'm pretty sure is the EP1 update. Would I need the nightlighting one too?
  7. You're right. However, Although I know why the helicopter moves as such, the question is why my viewpoint is following the copter.... unchecked the auto go to disasters but the bug still continues randomly.
  8. Midrise Office Pack Volume 7

    This goes into my plugins folder RIGHT NOW! These mid-rises will fit almost anywhere.
  9. My mayor rating in that zone stands at 112(from the extended query or whatever). No riots anticipated. I did send the patrols just in case, but nothing changed. AFAIK there is nothing wrong going on, no red borders. except for perhaps a few patches of crime (well, the copter sometimes flashes its spotlights) it doesn't happen very often, but apparently it's pretty random and once it starts to follow the copter there is no way to really fix it without quitting the game. I have found out that moving while zooming does alleviate some of the problems but doing these two at once makes the game very choppy. (and no, the game doesn't suddenly focus on the copter, it only does when I change the zoom level or as rsc204 said, rotate the view. Once it does, it follows the copter.)
  10. Recently I'm having an annoyance regarding police helicopters. Sometimes when I change the zoom level, I suddenly change position to somewhere else - that is, where a police helicopter is hovering above the city blocks. If I don't do anything while on this rather irritating 'mode', the point-of-view follows the police helicopter and the lights. Is this a bug, or some kind of secret function that I activated by accident? Because I don't want to navigate the whole tile right across just because a chopper is on the other side of where I was working on..... Anybody heard of this? Any tips would be nice. Thanks in advance!
  11. Proportional Industry Jobs

    hmm.... interesting.. because I didn't really see such a phenomenon, at least from the region view and stats (they register correctly) and the commute works as normal. Could you elaborate about how the decreased jobs affect the game? The amount of lots that had their jobs decreased is extremely rare and I don't think it will cause much problems, but nevertheless I posted your message in red at the beginning. Does that mean that the demand for R and C will be affected, so that in your example, there is 10 demand for 8 jobs?
  12. Proportional Industry Jobs

    Version 1.0

    9,324 Downloads

    * It is highly advisable to demolish I-HT yards, I-D/I-M sheds or grounds.(they're the whitish land that's not really a building. Sheds are the tiny buildings in I-D or I-M zones(I'm not sure which one)) The decreased job count for these lots can mean they might turn into ghost jobs. Except for them, the 'buildings' have been boosted in various amounts. OK, the Industry sector in this game is not really all that great. I was fed up with the fact that a large industrial building(ex. Dead Forest Paper, Zeno's Truck Parts) is thirty, forty times larger than a small one(Farley's Foundry, Bella Barium, etc.) and they have about 3~10 times the jobs. Bella Barium, a 2x2 stage 1 building that looks more like 2x1.5, has 23 jobs. Zeno's truck Parts is about 2 times taller, 2.5 times wider and 3 times longer, and it's a stage 3. It should not have only 78 jobs. I used both the Industry Doubler and the Quadrupler once, and while it was nice to have 400-ish jobs on large buildings, an I-HT yard having 20-ish made no sense. =============================================== So I have boosted the pop counts for those industrial buildings, based on the 3-dimensional size of said buildings and by stage. (stage 3 has an advantage over stage 1, and I-D has more pop than I-M, which has more pop count than I-HT) You can see that it is proportional to the *volume* of the buildings, not just a blind x2, x4 factor. (Yards/Grounds actually decreased in job count) They range from single-digit numbers to 606(I-M), 962(I-D, Dead Forest Paper), and 386(I-HT, Spline Testing?) After testing, I found that it usually increases the industry population by approximately three times. This is quite variable, if your industrial zones have lots of big buildings there will be bigger boosts, whereas in industry zones filled with Bella Barium or Farley's Foundry has less of an effect. I have separated the files into 3 parts - I-D, I-M, and I-HT. *Don't mind the font. I changed it manually using another .dat. This mod has no effects on your game font. *Comments and constructive criticism always help. (I am a light modder, but anyway)
  13. The Wide-Radius curves only had ones relating to NWM networks, none with default maxis. FAN menus had a curve but it only had a 18.4 degree / 26.6 degree one, none of which looks like the first one(apparently that's a 90 degree wide avenue curve.) While I could make a wide avenue curve by putting the pieces together, that curve has a 12-block radius which seems to go a bit too far! The first one(which I really want to have) seems to get about 6~7 tiles radius wise..... plus they're smoother. Any puzzle pieces for that one?
  14. I've seen quite a lot of pictures with smoothly curved avenues, such as this: (original pic is from https://www.sc4devotion.com/forums/index.php?topic=5706.20 ) I know that road and street curves are done by putting a single road tile next to the planned-to-be curve, but apparently the same doesn't hold true for avenues. These curves with the default Maxis avenues were quite common, but I couldn't find a puzzle piece that does that, let alone any draggable solution that I know. I'm using NAM 32 version, and I'm sure draggable curves are enabled in this version. I have no trouble dragging curves with roads (with a bit of practice) and streets, and FARs can be dragged too. However NOTHING seems to work with those avenues.... help is needed!! Something like the picture is what I want to achieve, preferrably by dragging/Non-puzzle-piece version. There's got to be a Maxis avenue curve somewhere......
  15. Crashes with "Priv_Instruction"??

    I know the query lot when it crashed (Name was Sokos Hotel Viru or something) so I queried it again. It used to work fine, and no reason for it to crash now. I made the situation as close as possible (being growable buildings....) and the query works flawlessly. Not that one (and I'm pretty sure a faulty query usually brings up ACCESS_VIOLATION...)
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