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htharker1

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Everything posted by htharker1

  1. Show us What you're Working On

    Those Fifth Element taxis are incredible!!
  2. bugs Simtropolis 9.0.x - Bugs & Issues Report Thread

    Cheers for the help guys it’s all sorted now and refreshing the cache worked flawlessly!
  3. Show us your Futuristic Creations!

    Truly fantastic work, I love the unique take on the quintessential futuristic city perhaps not too far from our very own time. One type of city I would LOVE to see incorporated is the style of Fifth Element. Basically your idea to a T, but extended upwards very high. It would truly be a sight to behold!
  4. bugs Simtropolis 9.0.x - Bugs & Issues Report Thread

    Having issues on both PC and Mobile. Cannot access mail inbox, it throws an error. Using contact us button leads to empty page. Recently donated $55 for the 3 disk STEX collection set and not got a message or email re: physical media (my preference) or digital iso download so just verifying. Images below:
  5. simcity 4 Sharing Plugins Folders - Discussion

    There’s absolutely no rush and you’re doing gods work by even putting yourself forward for such a task so top respect to you for that. In regards to a exe extractor the only one I have had any use out of is Universal Extractor on legroom.net. Very portable and very useful with exe support in mind. However, it’s a LONG time since I’ve last fiddled with it
  6. simcity 4 Sharing Plugins Folders - Discussion

    I agree and just want to say a huge thank you for the superior collections being created, I understand this will take quite some time and dedication so if there’s anything I can do to help during this time I’d be more than happy, especially with setting up a folder hierarchy or potentially removing installers, as I do feel that would be largely beneficial. Truth be told as a SimCity 4 veteran since release, the one thing that still puts me off to this day is the installers. While I understand why they exist, they are in abundance when downloading custom content and I can absolutely understand why novices can be put off, as I still am! I’ve lost count of how many iterations my plugins folder has gone through over the years, to the stage I am playing Vanilla now to save the trouble of downloading the content. I do feel with some changes in place this would absolutely be the definitive way to download content. Edit: Just a thought, MapTap from runthinkshootlive.com (for Half-Life map downloads) uses a bespoke small application that can automatically install maps in the correct locations. Perhaps with some inspiration and a SimCity 4 content manager, this would be possible to work with many different files exchanges and help keep track better? Could be absolutely barking up the wrong tree though just an idea to help.
  7. simcity 4 Sharing Plugins Folders - Discussion

    LONG time lurker here. Perhaps I’m the only one that thinks this, but I feel that mods within the SC4 community could be FAR simplified than what they are. For example, everyone knows dependencies in any site are an absolute minefield, likewise installing a group of about 40 .exe files is cluttering and a pain to say the least, especially considering they usually leave start menu icons, etc and other bloat. Not to mention the confusion of which mods should load before others, etc. This is a huge proposition which will likely never happen due to the free and varied nature of modding, and I understand and respect that it would take far more server space and time, but instead of dependencies being a separate thing at all, how about just standardise an installation structure for the plugin folder and a set of guidelines submitters must follow to upload to Simtropolis or SC4D? No .exe files, just ZIP, RAR, or 7ZIP. In essence what I am saying is that rather than separate dependencies existing, include all required files as separate DAT files with each building / mod download (for example a ZIP download could include a building in one folder, and all props in a well structured dependency folder within Plugins. All downloads would follow this format). If modders old and new followed this clear strategy, then separate dependency packs wouldn’t need to exist at all, at the sacrifice of some extra server space, as all required files would be included in all mod downloads and with the standardised format in the plugins folder, if two buildings needed the same props, upon installation of a new building with the same dependencies, the props would simply overwrite themselves in the plugins folder so no risk of two copies of any dependency. No more endless lists of required props etc, and this could seriously clear up the daunting task of custom content within SC4. A huge undertaking, but a highly beneficial one if we was to all pitch together. It would revolutionise the community and welcome potential newbies in, in a similar user friendly fashion to Skylines on Steam. However, the only issues with this would be extra space on the server (unless there was magically a way to dynamically work out which files needed to be downloaded with a tracker). if anyone needs any clarification let me know and I’ll be interested to hear your thoughts.
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