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Matrim Cauthon

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About Matrim Cauthon

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  1. Make sure you have the game restricted to 1 CPU core. -CPUCount:1 is the command line argument for it. You can set this in the general properties option accessed in Steam by rightclicking the game. Make sure you have this too, as while it's not likely to be this problem, it prevents similar CTD's that can happen with NAM and prevents prop pox.
  2. Real Highway (RHW) - Development and Support

    It looks like you're using the ONSLOPE tool instead of the L0 to L1/L0 to L2 flex height pieces. You'd use the ONSLOPE for extending a viaduct off an embankment. They do use quite a bit of run up room, but there are shorter, but still smooth transitions in the depreciated height catagory.
  3. SM2 Suncor Solar Panels

    I'm not sure how to demonstrate that it's naturally grown more than showing you a video of it naturally growing. Lotplop just lets you plop any growable lot model that exists. I again only mentioned that for ease of testing. Also, no, I did not create anything. That said, I did just redownload the file and noticed that the new download says V2 and doesn't have the _GROW lot in. Maybe I have an old version? Mine is from a few years back, before I ever did anything outside of using Ilives. So that is definitely an oddity. I would appreciate simple requests for clarification rather than suspicious hostility however. If I thought this wasn't an issue with the file here, I wouldn't bother wasting your time. Modifications are on the end user that does them. Edit: I did just notice I missed you saying you didn't make a grow version - I understand your frustration now. Apologies, I haven't had coffee yet this morning and am apparently a bit slow on the uptake. I obviously have a weird version from somewhere, I'm sorry for wasting your time with this. Edit2: Digging into my file structure, it looks like I picked this up as part of an "IRM compatible version" rather than from here. No idea where it came from unfortunately. I'm again sorry I wasted your time, I wouldn't have bothered you if I had realized that.
  4. SM2 Suncor Solar Panels

    The lots in the image are naturally grown. I only reported that the cheat also reproduces the issue so it can be more easily tested. To restate, the LM menu plop works. The sharp plant in the image is the LM plop version. The 3 fuzzy ones are naturally grown. No cheats. Using Lotplop and selecting the _GROW lot from the menu also creates a fuzzy lot. Here is a video demonstration of all three methods and their result https://streamable.com/5jkx1j
  5. SM2 Suncor Solar Panels

    AH sorry I didn't attach one earlier, was right before bed. Here is a picture. The three fuzzy ones are grown, the sharp one is the LM plopped one. You can see the rotation issue with 2 of the grown ones too. You can reproduce this with the Lotplop cheat, selecting the _GROW lot and plopping it creates the same effect. To rule out anything in my setup causing the problem, I also tested this with only the building, it's dependencies and the extra cheats dll in my plugins. Issue persists.
  6. SM2 Suncor Solar Panels

    Great lot! Unfortunately something seems wrong with the Grow version. The landmark plop works just fine, but I finally got one to grow recently and the warehouse building is bugged. It seems extremely low rez, almost like the highest level zoom was being used instead of the right model. It also shifts orientation when rotating the map. At first I thought something was wrong with a dependency until I plopped the LM menu version and it was fine.
  7. IRM SFBT High Enthalpy Wind Tunnel by Mathe Man

    The dependency link is broken Working link http://www.simcityplaza.de/index.php/whi-gebaeude/industrie/file/186-sfbt-hochenthalpie-windkanal-von-mathe-man
  8. IRM SFBT H2O Chemistry by Mathe Man

    The dependency link is broken Working link http://www.simcityplaza.de/index.php/whi-gebaeude/industrie/file/538-sfbt-h2o-chemie-von-mathe-man
  9. simcity 4 Sharing Plugins Folders - Discussion

    This is very likely the cause. My packed results are likely only better because I'm loading a smaller city. My file and folder count is significantly higher, and while I have done a fair bit of optimizing I have largely maintained the structure provided by the mods, primarily organizing into category and consolidating any content from the same creator. The files I pack weigh in at 11,094 files and 1,774 folders. All images and txt files removed. Running a i7-3820 / 32GB DDR3 / X79 The files that remain unpacked between tests(including NAM) count 1,135 files and 313 folders I think your meticulousness benefits you immensely here.
  10. simcity 4 Sharing Plugins Folders - Discussion

    Update - did a quick test, swapping my packed mods for their unpacked source. Both tests loaded a tile and then exited to attached region, all tests run with focus. I did not measure game boot times. Packed run 1 - 7 seconds to load tile Packed run 2 - 6 seconds to load tile Unpacked run 1 - 1 minutes 40 seconds to load tile Unpacked run 2 - 1 minute 42 seconds to load tile. Initial tile load had less of a difference, but still notable. Packed initial load - 1 minute 50 seconds Unpacked initial load 3 minutes 22 seconds. Edit: My plugins folder is 3.25 GB - 1.9 of which is packed(half of which are dependencies). NAM is unpacked currently. Edit2: Because my load times honestly sound unbelievable, here is video proof https://streamable.com/nu2ttx
  11. simcity 4 Sharing Plugins Folders - Discussion

    Yeah, when I did the original datpacks about 2 years ago, it cut off a lot of time and honestly was what got me back into playing. I was really suffering from tiles change waits. But yeah, it you're constantly making alterations to your mod load out, it's a huge extra work load. I'm a little in between, but careful pre-packing folder management keeps the work load overall low, for me at least. My current region has had the RES mods completely reworked three times (my fault, I messed with occupancy a lot time ago and had to restore things to a more sane level, and had a bunch of MN stuff when I use DN) and handling the Datpacking was honestly the smallest element of that. Yeah, that's what I was trying to convey with the "after the initial one" bit. That first tile load always takes a while for the NAM code, so I measured off of tile loads after that. My experience for this was after I added a significant Freight trucks automata mod, which saw a lot of simulation jitter (though honestly it wasn't the only addition at the time, so it might not be that, but I was closely watching automata performance at the time) and Datpacking resolved that. But I think that may largely also play into what you're mentioning in the last bit. There are inherent limitation in how SC4 is parsing data that is causing the majority of the bottlenecks IMO and something about datpacking improves that to a limited extent. I think that fileseek times exacerbate that issue rather than cause it, explaining why the problem doesn't disappear on a SSD. To be fair, I'm more speaking about burst transfer than sustained(measured via task manager, but 200-300+ MB/s file transfers for larger files is pretty typical for me. I have a chipset RAID-0 of Two SSD's, so that might be giving me a bit of an edge here. That does drop for large numbers of smaller files, the windows overheard is real.
  12. simcity 4 Sharing Plugins Folders - Discussion

    Anecdotally, it can still make a significant difference. I have a decently fast SSD setup (not a crazy NVME 2gbs or anything, but 400 MBs in realworld applications is typical), and it makes a pretty big difference for me. Especially notable in loading City Tiles after the initial one and reductions in simulation jitter. It's definitely worth a try, and Datpacking is pretty easy. Just make sure you keep a unpacked copy of your mods somewhere incase you want to change something down the road.
  13. NAM General Support

    While this could totally be an incompatibility with NAM (considering that is a fairly old mod, 2014) it's name tips me off to another potential issue. Are you using software rendering? HD content requires Hardware rendering to be used as it will generally crash the game in software mode. Sometimes it just doesn't display right, but the typical result is a CTD when the texture is used. It's possible that other CTD's (though likely not the saving issue) could be caused by other HD content being used, or an HD lot growing while you are in software rendering mode.
  14. NAM General Support

    Noting for records sake. Sideways Mis L0 Bridge tiles after rotation are caused by having -BackgroundLoader:off set in launch options.
  15. Persistent Automata Mod

    Why did it take me so long to try this!? Absolutely the best mod for Automata that stick around. No more endlessly ghosting vehicles that spend more time fading that existing.
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