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Did some more testing after reading this post regarding Cori"s experiments with the In Game Lot Editor w/simmaster07's link to the gzmod2.dll that adds cheats to allow using the undocumented in-game UI's. Same problem as the City Hall modd above. But doesn't appear to be a version problem. I have, on CD, the original Win v610. On my drive I have v610 patched to v638, using the official EA patch. I have the v638 patched to v640 via the official EA BAT/nightlights patch. I have the v640 CD original patched for No-CD. These are all separate EXE files which I can rename to "SimCity 4.exe", as needed. I have Buggi's Extra Cheats dll, and simmaster's SCFix dlls installed in my SC4 plugins folder (not MyDocs). They both work flawlessly with both the CD and No-CD v640 executables. I have determined that they must be in the Plugins folder to work at all. Both the City Hall modd & the IGLE modd, together or alone, produce the same result. The SC4 executable aborts immediately w/o error msg. I am running with the WinXP 32-bit OS (I can here the groans already, but XP is still viable & widely used), but that should not have any effect unless these dlls are using Windows calls or function unavailable to me, and I would expect some kind of error msg. Please, what am I missing?
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Just an alert to avoid hair pulling. I bought & registered the original SC4 Deluxe, but use the No-CD patch for the convenience. With this .dll in any SC4 path, SC4 will not even run. There is a momentary "Busy" Windows cursor, and then nothing whatsoever happens. The original SC4.exe starts fine, though I was too lazy to find the CD, and explore your modd. This is NOT a complaint. I accept that using the No-CD patch might expose me to incompatibility. But there was no indication of an error, just ...nothing.... Having determined the problem, just want to advise others.
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Another small fix for Cyclone Booms modd. Please, please note these fixes are in no way a denigration of CB's work. They are simply the result of being beyond "beta" testing to things learned once software is "in the wild". Also, these are add-ons by me, and are not to be associated w/CB. I'm sure now that he is aware, he will work them into a new version. This changes a transparent background graphics glitch for "Overlay" textures (due to a very obscure flag in the LE datfile) and restores the "checkerboard" background. From this: Back to this: Hope this helps. LE_Overlay-Texture-Background_FIX.dat EDIT: Words DO matter, and I should know better. "these are add-ons by me, and are not to be associated w/CB." was meant to convey that if there are problems with these fixes, that is on ME, not CB. I own any screw-ups related to them. Nevertheless, I make no "copyright" type claim to them. Anyone may do anything they wish with them, though claiming they are your work should get you spanked with a wet noodle.
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@rsc204 Thank you, much! I will check it out. Sorry for the late reply, but oddly, I did not get a notification of your response. Thanks, again. EXACTLY what I was looking for.
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Adding a new comment, so anyone who downloaded the above gets a notification. The download item in my prior comment contains some unnecessary files, the download attached contains the one relevant UI mod to alter the size of Lot, Prop & Flora resource list boxes. It does NOT change the base/overlay texture windows, nor does it change the Family window. I rarely use it, so didn't bother. Cyclone Boom indicated he may incorporate the size change in future updates, so he may change the Family window as well. Also, I have resolved the black, non-refreshed lower left pane of the 500 pixel version. Somehow, that particular PNG file was 16 colors only. I am supplying Cyclone Boom with the fix so he can update, but if you are familiar with the iLive reader, and have a competent image program, it is a simple matter to extract that PNG file, change the color depth and re-insert it. Hope this helps, Cyclone Boom has created a very useful modd. Lot Editor Resource Choice Size Change Mod.dat
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@rsc204 Don't mean to bump an old topic, but am looking to replicate " For me personally, I prefer to use a mod that changes this 4th sidewalk to be transparent, which helps to keep my rail lines looking consistent." Am using SFBT catenaries on railways deep in the boonies, and the dirt railsides look way out of place. Would prefer not to disrupt other sidewalk mods. Don't know much about network fillers, etc., but not afraid to jump into TGI's. Also not sure how to frame the appropriate search queries. Thoughts, please?
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Once again, brilliant people have distracted me from a project I was deeply involved in. I will never learn! This is a very useful and long overdue modd. The 833 pixel version is too rich for my blood, because although I am capable of running in higher resolutions, changing from my normal 1024x768 would affect everything I do on this machine. I opted for the 500 pixel version, but, as others found, the lower left pane is black, and has the afterimage of opening lots. That does not go away. (FYI, I use Win XP - no comments please, I've heard them all.) I tried all the tricks outlined above but nothing worked, UNTIL I changed the shortcut properties to "-r800x600x16". Perhaps changing the PNG file format might help. As to the comment above about widening the "Items" choice menus, some 11 or 12 years back, I found that just as frustrating. At that time I did a lot of experimenting, (don't remember everything I did, and won't be revisiting the issue), and developed the .dat file attached. It worked (at least, for me). The file I created is incompatible with your modd, in that it contains the original Maxis Lot Editor UI. However, I took the additional files necessary for widening the choice windows and copied them into the 500 pixel version datfile. I now have the best of both worlds. Attached is my original file. It may be of use to you or someone else. Just remember to remove the LE main UI exemplar, 0x00000000,0xCB6B7601,0xEB69F864. LE_UI_Item-Window-Size.zip
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Cori's Growable Residential Freight End Point Tutorial
doldrum replied to CorinaMarie's topic in SC4 Modding - Open Discussion
Has anyone told you that you are one smart cookie? CORI, 2020! (Again, in 2024!) -
bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
doldrum replied to Cyclone Boom's topic in Simtropolis Related
@catty-cb, thanx for the thought. I already have 4 (!) browsers on this machine for different situations. If corporations were less concerned with having the 'latest, greatest' shiny gizmo, and more concerned with compatibility, and inter-operatability, noone would have these kinds of problems.- 1,128 Replies
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Game framework compatible DLL loading (and other modding discoveries)
doldrum replied to simmaster07's topic in SC4 Modding - Open Discussion
I'd like to expand on my prior post with an example from my own personal play style. I am heavily into the civil engineering aspect of the game. As such, I use the 'terrainquery' cheat regularly. One of the advantages of the cheat is that it reports the elevation of a cell, i.e "x=520.0, y=270.0, z=520.0", where "y" is the ELEVATION, and "z" is the corresponding "y" of an (x,y) coordinate. (The "x" & "z" coordinates are meters from (0,0) measured from the NW corner of the tile.) It is VERY useful, but only reports the elevation to one decimal place, while an actual cell elevation may be any real number whose precision is unknown. The 'terrainquery' rounds it up or down to the nearest tenth. Getting an exact elevation with the terrain tools can be tricky. A half of a tenth can make the difference as to whether a land bridge will or won't be built. In one of the original lists outlining Buggi's cheats was the quote: "...except for these, which I don't know how to get to work... ... SetCellAltitude SetAltitude ..." MAYBE! I don't know what experiments he undertook, but 'SetAltitude' sort of works, it's just not immediately visible. -------- A short diversion on formats - it is common practice to describe a coordinate format as 'x1,y1' 'x2,y2' This carries through in various descriptions of the cheats (resulting in some confusion). Maxis programmers chose to use 'space' as the delimiter, so "SimDate [Value] - changes the in-game date to the value you entered, this is useful for testing seasonal props. Use a date after 12/31/1999 in the format SimDate 12 31 1999." or "PlaceNetwork [type(0-11)] [x1] [y1] [x2] [y2]" (In this case, the 'x' & 'y' values are cell coordinates - i.e., (4,5), not meters from the NW corner, so 'placenetwork 3 4 6 7 6' is the only format that works. ) where 'spaces' are used between parameters rather than commas. It seems logical, then, that the same format is used for the 'SetCellAltitude' & 'SetAltitude' cheats. -------- Like Buggi, I have been unable to make the 'SetCellAltitude' cheat manifest any result. I have found though, that the 'SetAltitde' cheat works. Sort of. I made some assumptions about the format, and tested same. It appears it must be at least 3 parameters, i.e., 'setaltitude 100 200 350', where the format is 'setaltitude x=100 z=200 y=350'. Any attempt to use a delimiter other than a 'space', results in the 1st & 2nd coordinates counted as one parameter, the elevation as the second, and the final parameter as an unstated zero. Result: a zero elevation hole. Some pics to illustrate: I can live with it rounding down to the NW vertex. The elevation change is exact. There is just one fly in the ointment: No matter what I do, the second parameter, the 'z' coordinate, is ALWAYS set equal to the first parameter, the 'x'coordinate. In effect, you can only set elevations for the NW vertex of cells 0,0 1,1 2,2 3,3 etc. We learn a few things from this: the terraforming function works, the game maintains a separate elevation map from the terrain tile map, and the parser for this function is bugged. I can think of no rational reason for a programmer to write such a limited function. It is, to my mind, a bug. So, my question, to you and others working on .dlls for the game - is it possible to write a .dll that hooks in and bypasses the bugged parser, sending correct parameters to the terraforming function? Just food for thought to illustrate what I said in my prior post about, what I think, are fruitful directions for more research. -
bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
doldrum replied to Cyclone Boom's topic in Simtropolis Related
Sorry if this has been asked, or asked and answered before, BUT I already spend way too much time on this site, and didn't want to search thru a gazilion un-related posts. I have a WinXP-S3 machine, Java v8.11, and Firefox v52.0. I cannot upgrade anything past those versions. When I'm in Simtropolis 'Files' (or a post with sequential images), the (I assume) Java popup that allows one to scroll through those images is a problem FOR ME. I'm reasonably sure this is not a site problem, so I'm not looking for you to fix it, just asking if anyone has any ideas, short of upgrading my OS. If there are, say, 4 image thumbnails in a file description, and I left-click on any one of them, the first image to be displayed will not display. The scroll arrows work to show the other images, but the first selected image will not display in any way. For multiple images, I will perform the action twice. Not display file1, scroll thru 2 > ?, then return, not display file 2, and look at file1.If there is only one image, I need to copy its link into a new tab, but I have to use a Firefox add-on to zoom the thumbnail. Any ideas, anyone?- 1,128 Replies
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That Unused Moisture Data View
doldrum replied to CorinaMarie's topic in SC4 Modding - Open Discussion
@CorinaMarie I've been roaming around threads, found mention of the 'flora bast' cheat, experimented a little. There is an extremely close correlation of tree placement to your Moisture View. You may already have noted this, just verifying you're not alone in your observations. In RL, are you working in some related field, i.e. Hydrology? (Also, personal question - are you a Night Owl by nature, or just live on the other side of the globe from me?) -
A quick note on the modds attached to my prior post: I wrote those years ago, for my own use. The OP, MrBradB, asked for a modd for his own gameplay, reminiscent of the way I play, so I decided to offer them. I am a hermit. I chose not to put these on the STEX, as I did not want the responsibility of answering many "It don' work!" responses by people who don't read 'Readme's. BUT, I recognize these may have some general interest for other players, so I AM RELEASING THEM INTO THE PUBLIC DOMAIN. Anyone may do anything they wish with them. Credit would be nice, but not necessary, though I would appreciate you not saying you created them. A "They were written by some guy, whose name I can't remember." is sufficient, given they would not have been possible without other peoples contributions (iLive's Reader, the SC4Tool, and other modders, generally, sharing their knowledge.) I will only respond to reasonably intelligent queries about them. (To noobs: "How do I use them?" is not a reasonably intelligent question. "How do I find the KeyCfg.ini file in SimCity 4?" is.) (I know. I'm a cold-hearted ba%$#*!).
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bugs Simtropolis 9.0.x - Bugs & Issues Report Thread
doldrum replied to Cyclone Boom's topic in Simtropolis Related
A quick query: Am exploring the tools in my Profile. I note that in My Attachments are the pics I uploaded to various threads. If I use the trash can button, does that delete the image from the thread post? Missing pics in threads is one of my pet peeves.- 1,128 Replies
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OK. Have packaged into three separate mods. Each can be used independently of the others. The Planning Lots are stand-alone (though they need the included textures to work as advertised). The LabelFont mod can be used without the KeyCfg mod, it just changes the 'Signs & Labels' font, (although without the included LabelUI mod, it would be very difficult to use). The KeyCfg mod is also stand-alone, as it just adds some keyboard shortcuts that work the same with either the LabelFont mod or the default Label fonts. Included in each package is what I hope is a useful & informative 'Readme' On a slightly related note, I thought about including a short set of things I've observed about Labels over the years, they have some useful and not so useful eccentricities, but there were so many different possibilities, and I was just too burnt out. I suggest people play & experiment with them. You might find a surprise or two. A suggestion: make some hills, throw a long set of dashes or equal signs or any character really across some tiles, zone some development over labeled and unlabeled tiles, and look at the results. Surprise! Then bulldoze the lots and look again. In any event, have fun! PlanningLots_Mod.zip LabelFont_Mod.zip KeyCfg_Mod.zip
