Jump to content

Lord Kronos

Member
  • Content Count

    95
  • Joined

  • Last Visited

Everything posted by Lord Kronos

  1. Simtropolis 1000

    Ladies and Gentlemen, Children of all ages! A website has been set up for the promotion of an organised discussion and debate of this immense project ahead of us. Visit http://urbsurbis.com register, read the forums and post your ideas! For all who think that this is for a select invitees, this is not true! The forum is open to anyone to post ideas on and to take part in the discussions and debates on all the topics! Nothing has been decided (contrary to what you might think from reading this thread). A few members were discussing things on MSN (I was not one) and made decisions themselves and started telling others that these decisions had been made. But these people have since retracted these comments and EVERYthing is up for debate. Things are progressing very well, we are in the process of deciding on a broad decision making structure (for the major goals of the project), and once that has been decided upon many goals and decisions can and will be made. I urge you all to head on over to http://urbsurbis.com and register and start taking part in the discussions!!! regards, LK
  2. Simtropolis 1000

    Ladies and Gentlemen, Children of all ages! A website has been set up for the promotion of an organised discussion and debate of this immense project ahead of us. Visit http://urbsurbis.com register, read the forums and post your ideas! For all who think that this is for a select invitees, this is not true! The forum is open to anyone to post ideas on and to take part in the discussions and debates on all the topics! Nothing has been decided (contrary to what you might think from reading this thread). A few members were discussing things on MSN (I was not one) and made decisions themselves and started telling others that these decisions had been made. But these people have since retracted these comments and EVERYthing is up for debate. Things are progressing very well, we are in the process of deciding on a broad decision making structure (for the major goals of the project), and once that has been decided upon many goals and decisions can and will be made. I urge you all to head on over to http://urbsurbis.com and register and start taking part in the discussions!!! regards, LK
  3. Simtropolis 1000

    Indeed, onlyplace4 is correct. He is our very gracious host!!! Whilst there was a rocky start to things at the forum and here, people have finally reigned in their egos and proper debate and discussion is now happening on almost all aspects of the new game. We are still badly lacking experienced programmers who can give advice on how resource hungry some of these ideas could be, so if you are or know a programmer who would be interested in tackling such a wondrous and complex game as a City-Simulator, come on over to http://dev.simcities.com/ and join in! regards, LK
  4. Simtropolis 1000

    indeed we should NOT do this. As it would further alienate a group feeling alienated already. Well done MightyGoose on gathering some of the suggestions already made here, and placing it together! What we really need to decide is what is more important to us? the graphics or the simulation? LK
  5. Simtropolis 1000

    Then Glenni, you and everyone else involved needs to stop stating things as fact what isn't. these things need to be decided by a community, with the ability to read all the arguments. not by friends in an MSN chat. coultharda, I'd like to say that no decisions have been made, but some people on this board feel that there have been. We really need to be following the directions set out in a few previous posts, involving identifying the goals we have for the first release of the program. We also need to remember that it isn't the graphics that make the game so fantastic for us as city builders, it's the simulation, and unless we create a good simulation engine, all the best graphics in the world is not going to make this a success.
  6. Simtropolis 1000

    Joerg, I certainly understand SC4 is full 3D, however I believe it is convention to use 2.5D to refer to the way SC4 was designed graphically (fixed, isometric views). I have registered at the new forum started by members of the Blam team, if only to prevent a major fractioning of the various "camps" that already seem to be starting to form (2.5D classic SC4 versus full rotational 3D). I myself am not in either camp, I want to see a full, open and frank debate on the issue of the graphics issue (among many others) in due time, but I feel that time is not now. Disasters are another thing which do not need to be discussed in detail now, but I too feel we'll need some disasters, there's nothing like coming home after a long day and just destroying something! if we do use Urbs Urbis as the central forum for the development of the game, any decisions should be made by that community. All you would have to do is register and maybe (gotta speak to the forum owner) and just opt for email notifications of votes on gameplay issues. The decisions should not be left up to an elite few, they should be debated and then presented concisely to the community for voting. Only then will we truly have a game made for the community. Obviously not every single nit-picky option will be voted on, just the broad ideas ::cough::graphics engine::cough:: regards, LK
  7. Simtropolis 1000

    I've been reading this thread since it's inception, and I've already noticed some very good arguments for and against various things. But we're trying to put the cart before the horse in working out the graphics engine before we even think about working on the actual simulator. Whether or not the game becomes full 3D or stays at 2.5D with more viewing angles ala SC4 (for there is by know means a consensus pointing one way or the other on this site, just a vocal few who have pushed their ideas to the forefront), what matters the most at this point is getting a viable city simulator. It is the simulator, not the graphics that could bring this idea crumbling to it's knees. Graphics can be improved/changed later. We need to start work on the simulator algorithms. How long do you think the original SimCity took to build? what took the most time, the graphics or the simulator? Recent iterations of the SimCity franchise have had the luxury of being able to build upon the already functioning simulator and so we ended up with the graphical improvements of SimCity 4. This is where we need to start focusing our attention, not on how we're going to render the roads, but on how the simulator is going to know where the roads go. Not on what the buildings are going to look like, but on how the buildings functions are going to be recorded, evaluated and influence other buildings/aspects of the game. Until then all this talk about graphics is meaningless. And whatever you do, do not hide away in a "developers forum" where it is invite only, this is a sure fire way to alienate the community from this project. Take it to another site focused on it by all means. Just do not limit who can post. regards, LK Edit:: Joerg beat me to the reply!
  8. GLR Problem

    I believe the problem is the way they have packaged the new NAM (draggable GLR portion) to make the stations function, u would have downloaded a patch from the STEX to allow the stations to be built on the draggable GLR, but it obviously contains patches for stations you have never downloaded. As such, it's places it in the menu, without icons, and just plain messed it up. you can either delete the patch, and resort to placing puzzle pieces when u want to place stations, or just remove the patch files for the stations u have not installed. someone correct me if I'm wrong, please LK
  9. LK's BATworks

    Hi all! A few of you know that I intend on creating a set of Highway Walls, that are vertical, using a design that Barnatom, a member here posted earlier in the year. I am relatively inexperienced with 3D modeling, but I seem to be picking up the basics quickly These are Barnatoms sketches, not mine. I am just using them to BAT from as he is unable to use the BAT. A bit about the pieces as I see them: As you can see, there are already 6 unique pieces for the orthoganal section (9 when you include the mirror versions) and I have not been able to give any thought as to handle the diagonal sections of the walls, help would be appreciated there. They will be designed to fit (hopefully seemlessly) with the NAM on-slope and bridge pieces, using a hight of 15 meters, however the walls will extend further for use away from said puzzle pieces. I see these as being able to fit in well with a downtown area, where you want to have a highway cut through, don't want to see it, but still be able to add on and off ramps without using tunnels. It will provide open areas for your sims to relax on, don't know if we'll see them there or not, perhaps you can tell me. But now, I come to my first problem, I have started making rough designs in gmax of the orthoganal pieces, but I need some data and measurements first. I'd take them myself but currently my game is crashing after a few seconds of play, and I'm trying to isolate the problem (it's a clean install, so no NAM puzzle piece issues). I need to know the width of the roadways, starting with the Ground Highway (I may do other versions of the pieces, for avenue and road, et al). How large is the gap between the edge of the tile and the start of the highway? How wide are the barriers in the center? these are things I'd like to know so I can work out the exact geometry needed for the coverings. Well, back to troubleshooting, and trying to remember how I fixed the problem last time I'm sure it's the graphic drivers... Regards, LK
  10. SC4 Extra Cheats DLL

    The link on the page before works, as does the file. It is not spyware in any shape or form LK
  11. NAM: Development

    Thanks for the information Tarkus, the news that you are intending on modularising the NAM is great. Perhaps someone could suggest to the Great and Benevolent Dirk that it might be a worthwhile idea to single out the NAM into either it's own sub forum (Instead of topics being under modding-transit networks, it have it's own section under Custom Content, leaving a linking topic in transit networks of course) and then perhaps placing a link to it on the front page, there by providing newbies a readily visable place to go to when seeking information about the NAM. Just an idea to reduce needless questions. Perhaps you can work with it with a hammer and anvil and turn it into something of a more elegant solution. LK
  12. NAM: Development

    I haven't played the game in almost 2 years now because I have been waiting for something monumental to happen with regards to the development of mods for this game. These new GRL in Avenue puzzle pieces are it for me I believe, and would definitely enhance any city I built. I for one would like to suggest (and obviously I'd like to hope you'd make this suggestion a reality, but I am realistic) that the NAM be released in stages. For example, it appears that for one, these Avenue-GLR pieces are just about finalised (textures and a couple of extra pieces are needed). What I am asking is, would it not be at all possible to release a new build of the NAM each time a major project like these Avenue-GLR pieces and dragable GLR are completed? On a side note, I'd also like to suggest that someone maintain a list of who is currently developing what parts for the NAM. This way, a person will always know what's being worked on, and can offer help directly to the main persons involved. It would also reduce the number of people asking for updates and information on when the next release is if they new what was being worked on. Just a couple of suggestions for the development of the NAM, make of them what you will LK
  13. NAM: Development

    Originally posted by: NAM Team All GLR-in-avenue puzzle pieces that are currently available. quote> I'm sorry if I've miss read, but where are these pieces available? Or do you only mean that these are the pieces that have been produced so far, but are still to be released to a wider audience?
  14. Show us your Mayor's home and government complex

    I'd love to know where I can get these buildings from. I can't find them on the STEX Most of the buildings in the pictures by Jerebannus XVI third picture posted by thebanjo regards LK
  15. Under Bridge Scenery

    Hey Buddybud, I was wondering what the chances are of getting our hands on a beta version of all this stuff (especially the highway on/off ramps tunnel portals) as I the city I'm building at the moment I'm designing with these lots in mind, and well... I'd love to get it to all work together so I can start a CJ and showcase your creations. regards LK
  16. Solka City

    Sim_Jesse, the latest version of SC4TF when you export the map, it embeds the config file in the SC4M file, you're however does not have that, so you really should included a config file in the zip for download. But a very nice map, I can already see how I'm going to run my main transportation networks through it.
  17. Solka City

    For Those who cannot get this Map to work, you need to create a region with a config of 16 X 16 and then import the SC4M file. You cannot create a region from the file as it was not created with the latest version of SC4TF. It looks to be a good map, will have a closer look now I've got it installed
  18. Solka City

    Your file does not work. You meed to correct this before I will rate
  19. LK's BATworks

    perhaps eventually, but at the moment I'm not going to be doing junctions. Besides my efforts will be focussed on my station in a few weeks LK
  20. LK's BATworks

    Thanks Jasoncw, that makes sense I can actually do that now. Do you know how I'd get the platform to sit at the lower level like NOB has done? I could render it at the set depth, but that doesn't allow for varying depths like NOB's station does. But that can come later LK
  21. LK's BATworks

    Spike345, You're right it isn't summer for me, it's still technically spring, summer will start next month in December. Now on the off chance that you are serious with your not knowing about the seasons, when the northern hemisphere has it's winter, the southern hemisphere is in summer, and vice versa. This is because of the tilt of the Earth's axis, causing one hemisphere to have more direct sunlight for part of the year than the other. Ask you're science teacher to explain it in more detail. As such in Australia, where I live, we have summer in December, January and February. We have a hot Christmas sometimes with temperatures into the high 30s sometimes even low 40s. That's degrees Celsius by the way, use an online converter if you use that silly system called farenhieght. I'm sorry I can't offer a more detailed explanation but it has been some years since I've studied science. LK
  22. LK's BATworks

    Hi All! It's been a while since I've posted anything in here. But university is finally over for the year, Bring on summer Break!!!! Though classes and exams are finished, I still have 2 weeks before I'm completely free, I've a got a week of rehearsal leading up to our final Symphony Orchestra concert, and then I have a Band tour to country schools the following week. However, I do intend on coming back to this work. That said, I plan on taking up another project, a Rail station designed to sit on the slopes made for sunken railway (along the lines of NOB's station, infact I'd like to make it so it blends perfectly with his walls). I intend mine to have platforms both sides of the track, but they will be overhanging props so that trains will still go through. The station I envisage will be 3X2 in size, one row being road level, the other row of 3 being the slopped section. Now I come to the part where I request any help the generous people out there would like to give me! Maybe suggestions for the design of the station building, or anything (I'd like someone to tell me what the best height of the walls should be so that the station doesn't look squashed like a few buildings on the STEX. Well, let me know what you think of my plan, I do intend on getting the walls finished before my summer is over. LK
  23. NHP Tools suite

    Wouanagaine, you're a true programmer! find the most simplest and easiest way for one programme to cater for two needs! Now I just have to research how to import the data into a database! Great work, you're definitely an asset to this fabulous community LK
  24. NHP Tools suite

    As I've mentioned in a PM to Wouanagaine (at least I think I mentioned this...), I think there could be a distinct market for 2 versions, a basic version that generates the current html file for Growables OR Non-growable (parks civic structures) and an "expert" version with a more diverse range of filters available for generating lists (perhaps with a selection of output formats. What do you guys think? would it be worthwhile? as long as wouanagaine is willing to programme it of course. LK
  25. NHP Tools suite

    wouanagaine I think I can speak for every one by saying the more options for the data we're able to retrieve the better. I personally would like to be able to use the information you extract to for a database of all my Lots, both RCI growable, and RCI plopable (not that I have many), but also Parks, various wall sets, Civic Building (schools, fire/police statins), stations (Rail, E-Rail, GLR, Sub, Mono) and Bus stops, including things like capacity and what transit switch options the lots have (for example can it act as a bus stop as well as a rail station). Ultimately I'd like to be able to when I have to plop a rail station, be able to open the database, select my options, for example the amount of room I have available, whether or not I need it transit enabled (and maybe along which grid squares if it's going to be at all possible, I'm just dreaming out loud here) and to know exactly what it operates, so I don't have to scroll through the list in game, trying to remember the stats from when I downloaded or having to plop and query the Lot. As I said, I don't know what's doable and what isn't. But you are the master programmer on this site, and if you can't do it I don't think anyone can. Congrats on a programme that's definitely going to be the next big thing since the NAM LK
×