-
Content Count
24 -
Joined
-
Last Visited
Community Reputation
52 PopularAbout MagicSpear
-
Rank
Sophomore
Recent Profile Visitors
552 Profile Views
-
[sc4pac] Let's write our own package manager
MagicSpear replied to memo's topic in SC4 Modding - Open Discussion
Suggestion: Implement a basic check for case sensitivity that affects the behaviour of _updateConflictWarnings? (Programmer General's Warning: Viewing of the following mock-up code is linked to overwhelming feelings of disgust, anger, and increased risks of bit flips and compile-time defects) main.dart 405 void isCaseSensitivePath(String targetPath) { 406 final String? osVersionString = Platform.operatingSystemVersion; 407 if (Platform.isLinux) { /* ... */ } 408 else if (Platform.isWindows) { 409 // fsutil did not support case sensitivity operations until the "April 2018 Update" release of Windows 10. 410 final int? windowsBuild = int.parse(RegExp(r'\(Build (\d+)\)').firstMatch(osVersionString)); 411 if ((windowsBuild != null) && (windowsBuild >= 17134)) { 412 final ProcessResult caseSensitivity = await Process.runSync( 413 executable: "fsutil", 414 arguments: ["file", "queryCaseSensitiveInfo", targetPath], 415 includeParentEnvironment: true, 416 runInShell: true, 417 stdoutEncoding: utf8 418 ); 419 await stdout.addStream(caseSensitivity.stdout); 420 final bool isCaseInsensitive = caseSensitivity.stdout.contains("is disabled"); 421 } 422 } 423 else if (Platform.isMacOS) { /* ... */ } 424 else { /* ... */ } 425 return bool isCaseInsensitive; 426 } 427 428 void _updateConflictWarnings() { 429 final pluginsPath = _pluginsPathController.text.trim(); 430 final pathPattern = isCaseSensitivePath(pluginsPath) ? RegExp(r'^Plugins$') : RegExp(r'^[Pp]lugins$'); 431 _conflictWarningsFuture = _profilesFuture 432 .then((profiles) => World.world.conflictingPluginsPaths(profiles, currentPluginsRoot: pluginsPath)) 433 .catchError((e) { 434 debugPrint("Unexpected error while reading all profiles: $e"); 435 return <ProfilesListItem>[]; // ignore 436 }) 437 .then((conflicts) { 438 return [ 439 if (conflicts.isNotEmpty) PluginsConflictWarning(conflicts, atNewProfile: true), 440 if (pathPattern.hasMatch(P.basename(pluginsPath))) const PluginsSymlinkWarning(), 441 ]; 442 }); 443 setState(() {}); 444 } -
A mod that bypasses the cinematic part of the city obliteration process, i.e. shortens the amount of time it takes as much as feasibly possible to reach the white screen with "Busy Wiping Out City." at the top after clicking the Obliterate City button in the confirmation dialogue. It's niche, I know, but I've found myself mildly annoyed enough times over the years now that I figure there's no harm in bringing it up.
-
[sc4pac] Let's write our own package manager
MagicSpear replied to memo's topic in SC4 Modding - Open Discussion
Has anyone had time to look into this bug yet? I'm being affected by it as well. -
You absolute mad lad. You've gone above and beyond yet again.
-
A configurable DLL mod that is able to automatically execute one or more commands/cheats upon loading of the game itself, regions, and/or tiles. For those familiar with rc - or run command - files (e.g. .bashrc, .zshrc, .exrc, .xinitrc) or even AUTOEXEC.BAT, this would be akin to those. The format of the INI file is entirely up to whoever might author such a mod, but I figure it could be similar to this: [Admin] Enabled = true ; 1. SECTIONS ; ; Global ; Parameters affecting behaviour of the plugin as a whole as well as commands ; to run when the game itself is loaded. ; ; Region ; Commands to run when a region is opened. ; ; Tile ; Commands to run when a tile is opened. ; ; Tile.Occupied ; Commands to run when a tile with a city established on it is opened. ; ; ; 2. PARAMETERS ; ; CommandList <string> ; A comma-separated list of commands/cheats. Optional (value can be left empty ; or the parameter itself omitted entirely from a category). ; ; RunOnceCommandList <string> ; Idential to the CommandList parameter with the exception that commands/cheats ; in this list are never re-run. ; ; CombineTileCommandLists <boolean> ; Whether commands under the Tile category should be run on all tiles ; regardless of whether they're occupied. In the case of this example ; configuration file, the result of enabling this option would be the value of ; CommandList under the Tile.Occupied category becoming ; "CameraPitch 40,CameraYaw 45,TerrainQuery,You don't deserve it" instead of ; just "You don't deserve it". [Global] CommandList= RunOnceCommandList=ShowTime CombineTileCommandLists=true [Region] CommandList= RunOnceCommandList= [Tile] CommandList=CameraPitch 40,CameraYaw 45,TerrainQuery RunOnceCommandList= [Tile.Occupied] CommandList=You don't deserve it RunOnceCommandList=
-
The buildings in SC2K each consist of a single sprite that's used for all zoom levels and viewing angles and is 256 pixels high by 32 (1×1), 64 (2×2), 96 (3×3), or 128 (4×4) pixels wide. In SC3K, not only do they have four sprites for each viewing angle and are larger in resolution by a good amount, but are pre-rendered 3D models. The best means of getting SC2K buildings in SC3K (and even SC4 - here's the KSIM building a.k.a "Corporate HQ" as an example) would be recreation using either the BAT or external tools.
-
I've discovered that heightmaps don't import correctly into SC3KU (GOG version, if it even matters) for me when using load terrain. Most of the terrain always ends up below sea level, and the terrain ten up/terrain one up commands raise both the sea level and the terrain itself which obviously doesn't help. I've tried modifying my bitmap file every six ways from Sunday, but it seems like no matter how I go about changing them, exporting them, et cetera I'm left at square one. I've also tried heightmaps created by others (e.g. the one found in the tutorial for importing heightmaps into SC3KU by catty-cb), and they too are plagued with this same problem. The heightmap itself (heightmap.bmp): The result: What it should actually resemble (the terrain had been modified post-import here, but it my point still stands):
- 5 Replies
-
- simcity 3000 unlimited
- terrain
-
(and 5 more)
Tagged with:
-
SC4 Disable Network Construction Sounds - DLL Plugin
MagicSpear replied to Null 45's topic in SC4 Modding - Open Discussion
Huh. I learned something new today. -
MagicSpear changed their profile photo
-
SC4 Disable Network Construction Sounds - DLL Plugin
MagicSpear replied to Null 45's topic in SC4 Modding - Open Discussion
After years of countless saving + reloading cities due to this sound effect getting stuck playing because I had constructed and bulldozed network tiles/segments too quickly... I'm finally free. Thank you. -
- 18 Comments
-
- 2
-
-
Identifying Buildings and Structures in Ace Combat 7
MagicSpear replied to MagicSpear's topic in Architecture & Urban Planning
Next is the port city of Anchorhead, which is based primarily on Yokohama, Japan with elements from other places around Tokyo Bay. UOB Plaza One, Singapore, Republic of Singapore Yokohama Bay Bridge, Yokohama, Japan J-POWER Isogo Power Station Unit 2, Yokohama, Japan InterContinental Yokohama Grand, Yokohama, Japan and Pacifico Yokohama, Yokohama, Japan Subject F M.M. Towers the East, Yokohama, Japan Subject H Note: The smaller building is unrelated to the tower itself, and it's almost certain that the game developers placed it there to give the appearance of a single, larger structure. TOC Minato Mirai, Yokohama, Japan Note: Adjoins Sakuragichō Station in real life, although the station here does not resemble it. Subject K Subject L1 (tower next to the triple-deck freeway) and Subject L2 (tower with the curved front and rear) Note: The parking garage that the two buildings are merged with is a separate model re-used multiple times throughout the level and is unrelated to either building. Refer to Subject H's note. Sunshine 60, Tokyo, Japan more like Smallshine 30 in this case M.M. Towers Foresis-R, Yokohama, Japan No screenshot yet because I'm a big dummy that forgot to take one! I'll add one later, sorry.- 1 Reply
-
- 2
-
-
- architecture
- buildings
- (and 6 more)
-
Identifying Buildings and Structures in Ace Combat 7
MagicSpear posted a topic in Architecture & Urban Planning
Even though the only time spent on the ground in Ace Combat 7 is during the takeoff and landing sequences (or if you crash into the ground…), objects on land and at sea are actually quite detailed. Given that many of the buildings found in this game's version of Earth[1] draw inspiration from or are directly modelled after real-life counterparts, I thought a thread focused on tracking down their earthly doppelgängers would be interesting. With most of these, I either have no clue what they're based on (if anything) or do know but can't quite remember the name. If you identify something correctly, I'll edit this post to include the relevant information along with credit to you. I'll start with a few selections from the sovereign city-state of Selatapura, which is based on Singapore. There are a number of other buildings and structures not shown here that I already know the real-life equivalents of, and I intend to add them to this list with said information later once I get screenshots of them: Collyer Quay Centre, Singapore, Republic of Singapore Note: Many websites confuse this building with BNI Tower which is directly adjacent to it, and/or erroneously list the names of one or both buildings as their respective addresses instead (16 Collyer Quay, 30 Raffles Place). Subject B AXA Tower, Singapore, Republic of Singapore Note: Demolished in 2022. OCBC Centre, Singapore, Republic of Singapore (taller building) and Pickering Operations Complex, Singapore, Republic of Singapore (shorter building) Note: Both have been altered to appear as a single complex. Their real life counterparts are entirely separate and much more visually distinct. Subject E1 (tower with glass façade and green roof) and Subject E2 (tower with solid light-grey façade at top and bottom) Subject F Note: Seems to be based on the Marina Bay Sands integrated resort and adjoining Singapore ArtScience Museum. I'll add more entries as time goes on. I'm also open to requests from other Ace Combat 7 players. 1. Strangereal (acecombat.fandom.com)- 1 Reply
-
- 1
-
-
- architecture
- buildings
- (and 6 more)
