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Everything posted by Iodyne
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Just wanted to put this out there: I love this "updated version" but had some dislikes, namely with the snowy coniferous trees in winter (as the only things covered in snow) and the low-res streetlights. So here I have edited .dats to replace the coniferous trees with evergreen variants and the streetlights (with LRM-overridden props). These should work fine with any LRM variant or likely even without since LRM just overrides. There is also an additional patch intended for use with US LRM variants to add streetlight variety by using lights from the LRM Belgium set (only the Models & Props.dat file is required). Just load that folder after the main, and run everything after Raymond7cn's original patch of course. JRJ streetside mod.zip For posterity, the following table lists the hex values that were changed and where:
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Is this different from just turning off city names in the region view? Or is it to selectively hide some city tiles while not others? For posterity, which char might that be? That's unfortunate. Yeah I think having an uninterpolated set and a disclaimer on the quantized views should be fine. People can mix and match them too.
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Interesting... Did you also just try saving and reentering upon making the changes? I wonder if you could modify the RCI demand graph (or add a new one) somehow with high fidelity to see if it does have an effect. If there is a way to solve this proposed phantom effect, then perhaps that version of the low capacity viewer can be marketed as such: identification for phantom jobs prerequisite to whatever fix.
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Of course! I'll keep testing it as time goes on of course. I suspect there may be some minor changes that could be made eventually, especially once this gets more attention as it rightfully should; it's very refreshing to have a mod like this. I have to say the modding in some areas of the game seem somewhat lacking (of course I'd love to do this myself if I had the time and ability ) and this really fills one of those holes! Sounds good! Looks good too!
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Here's some photos too. I'll just link to imgur album as it seems easier: https://imgur.com/a/tQwV9wN Land value, R$$$, C$$$, and IHT (I think you can even see the effect of the incline on industry!) at the start and then after 25 years. Also after 25 years is CO$$$ targets, air pollution, water pollution (dang community gardens- I need to find a mod for to remove their pollution... and for some larger ones too), as well as Health and Average Age. Health you can easily see the extent of the clinic (though the rich beachfolk don't seem to have an issue. And because my city is so young the average age moreso just displays the timeline of development. Lastly, I was looking at the CS$$$ and I didn't see any, though I knew I had this one building, but it wasn't showing up. I thought maybe it was because I made it historical but after switching it back and reloading it was the same. I realized then its because the minimum for the data view is 10 sims, and the store only has 6 (also I just found out you can edit the store names! ). How low does the low beta dat you made start counting? While I don't particularly mind and will stick with medium most likely, I actually do suggest releasing the low in the final version, allowing users to pick (and I guess the high too). --------------------------------------------------------------- Also hey @rivit I've been enjoying your DarkNite 2Pass Cones, with your other Adds and Alters files, in the configuration shown here: I also enjoyed your "A discussion of Light Mods." I have two questions though; I'm unfamiliar with what most of the adds and alters files do precisely, and I couldn't find any description you made about them. Also I was wondering if you happened to have any 2pass filters for cones from addons like IRM. You can see in this screenshot the industrial lots (on the right) have stronger cones. I've just been rationalizing it as "industry has stronger lights," but a fix would be nice.
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Wow. Looks amazing! It seems its really coming along and falling into place. What does the layout look like with the desirability views put in? Also, if you have an updated beta now, I'd be happy to test it! Been using the RCI capacity beta to good use, but I definitely do need desirability views.
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I know its necro-ish but in case others have a similar issue. Through my moderate testing this seems to work fine with Simmaster's version if you have the z_CityHallFixRelot.dat run BEFORE his UpgradeableCityHalls.DLL. I do have it loading AFTER the UpgradeableCityHalls.DAT but I didn't test the load order on that
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I don't overtly mind the water pollution having the blue background, since presumably any spot you plop a well has water in the ground. Reminds me of 2013 overlays. For the air pollution though (or even the water pollution without blue too), I wonder if using a strong yellow from Maxis' original view in place of the white with the 0x84 (or perhaps 0x82) would look better...
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These look amazing! A complete dataview overhaul like this is very refreshing, even with just some of the renaming you've done. I'll have to check out dylansan's education replacement. I think Air Quality would look better more in the style of Maxis original, or at least transparent for pure instead of blue. Maybe switch IHT desirability and CO rezone? Also if you get rid of water does it still show in the pipe underground view? If so, then the water view is probably not needed. I'd probably then move Crime to where Water was, and add back in mayor rating where crime is...
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Amazing work! I'll download the beta right now and try it out! I shall await the final release. Also kudos on the Industry Slope Fix. Personally, I would love to be able to run both option 1 and 2, replacing Desirability with (1) and probably.. Land Value with (2). Unless I'm missing something nuanced with land value it seems a bit redundant. Also Power is pretty useless. I wonder if Water and Water Pollution could be combined in some way... like a select overlay of the pollution over the watered buildings and terrainwater Is adding new dataviews instead of replacing not doable? I know Tropod was able to add some graphs in his GraphModd; is it different for dataviews? Also with the desirability one, I agree seeing the residential lots commerical want to replace and vice-versa would be better than the low $ views. You could replace both of the lower wealth types from each category with the highest wealth want-to-replace of the other categories. i.e. R$ with C$$$ replacement, R$$ with IHT replacement, C$ with R$$$ replacement, C$$ with IHT replacement, and so on.
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Stoplight Replacement Mod (SRM) Support Topic
Iodyne replied to MandelSoft's topic in NAM & Transit Networks
I second this -
Stoplight Replacement Mod (SRM) Support Topic
Iodyne replied to MandelSoft's topic in NAM & Transit Networks
Yes I was missing that thank you, I was using EU var2. I put it in with my other T21 files in with USL and it seems to be working, thanks! Aside, do you recommend I use LRM instead? -
[Abandoned] SC4MacInjector - Support Thread
Iodyne replied to simmaster07's topic in SC4 Modding - Open Discussion
If one wanted to go about uninstalling, how would one do that? I've tried deleting libinjector.dylib and the .log but then the game wont open (steam launches the launcher but thats as far as it will go). Basically the game won't run unless libinjector.dylib is present. Are there any hidden files or files located elsewhere I need to delete? I do see a SimCity 4 Deluxe Editionsub unix executible file with a date modified the same time and date of the libinjector.dylib. Should I delete this? I see the sub2 file has an earlier date so I'm guessing it was an overwrite and I need to reinstall SimCity 4 via steam? -
Stoplight Replacement Mod (SRM) Support Topic
Iodyne replied to MandelSoft's topic in NAM & Transit Networks
I'm not too sure if this is on SRM's end of things or perhaps NAM's but it seems like it missed the retexture on this layout? Using most recent versions of NAM and SRM. Anyone else experienced this? I can post more info if needed.
