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thedab101

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About thedab101

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  1. I just wanted to make a quick note to close this issue, in case anyone else searches, reads the thread, and finds no end to this problem in the discussion. Thank you @memo, @Null 45, @Ulisse Wolf and @matias93. In the end, I lived with the region thumbnail occasionally showing up blank. I just have to remember that, before I reopened SC4, I had to have saved my city first: everything will still be there. I'm not sure what still causes this problem, but I know the city's data has been saved, and when I save and return to Region, the thumbnail appears. This only happens if I've saved the city, exited the game, and started the game again later. It's not a big issue, and if it means a couple of clicks more, I can live with it. As we all know, being a Mayor is a lot of work, but it's the civil servants that never get their due, and Council reaps the rewards. It's nonsense. I know. I have a problem demolishing a prop that crashes the game, but the city runs fine otherwise without demolishing it, and, much like the City of Toronto, I'll just have to live with what I've placed there for the rest of time and eternity, and there just won't be enough money in the world to fix it, regardless of cheats or begging the province or the Feds. :-) Recent updates to (among others) submenus.dll and a better reorganization of my plugins folder have helped eradicate crashes considerably. I haven't packed plugins, but using Reshade makes loading and play faster - unrelated, but again, helpful for anyone reading this after the fact. Most importantly: I've changed my AutoSave from 15 minutes to 30 minutes. I think the reason I set it to 15 minutes was a result of crashes that were routine on an older machine I used to play the game. It had an inferior graphics card, which likely contributed to routine crashes. Most of the fantastic mods available today were still in early development when I used them at the time, so I think it was just a matter of patience. I've been waiting well over 40 years for flying cars like the Jetsons promised - you Mayors are building supportive game mod shit for free. So, beggars can't be choosers. But I'm still waiting on those flying cars. If you know a guy... hook a brotha up. Grateful for all of your assistance, Mayors. Thank you.
  2. Thank you for your very quick replies. DataNode and the website link was helpful. Thanks for explaining everything else; I'll ignore the errors. It looks like my only other issue is the submenus issue: if you can provide background, @memo or anyone else, that'd be much appreciated. Thanks again, @Null 45.
  3. Hello all, and @Null 45 and @memo, et al: I have several issues that I couldn't find any research on, after only just noticing these problems recently. I did not want to create multiple posts, so I just threw everything here into one. Efficiency, efficiency, efficiency. Now that I've established my sense of humour by using a funny reference, here's some of the basics before I go into each issue: I'm running SimCity 4 Digital Edition on Windows 11 Pro, fully updated I use sc4pac to manage all my plugins, including ones I add to the 075-my-plugins folder (at last check, 43,775 files across 6,691folders, a little over 11 gb, and no duplicates so I don't think there are conflicting plugins) All DLL mods and relative INI's are in/were moved to the .\Plugins root The game has been 4GB patched The game was crashing when loading a particular city I had been working on for a while. This city might've been corrupted on an AutoSave earlier today, as it crashed right after attempting to save. I'm not sure if it's also related to any of these issues below: I've had to restore it from a backup from a few days earlier, which does load and can be played, so I assume that city was corrupted on AutoSave. This particular city reports an error loading a missing plugin, however, no plugins were ever moved or uninstalled intentionally before or after this city tile was developed - aside from installing new or updating existing plugins. (Is there any way these days to figure out the missing plugin based on the code displayed in the Missing Plugin dialog? I don't remember if this was ever possible before.) DBPFLoading: The log file shows this - note the last two lines specifically: SC4DBPFLoading v2.1.0 Disabled the built-in DBPF loading debug code. Patched the DBPF Open header check. Changed the missing plugin error message to use hexadecimal. Installed the cRZFile hooks. Installed the .SC4* plugin scan patch. Failed to load: C:\Users\REDACTED\Documents\SimCity 4\Plugins\050-load-first\CAM.colossus-addon-mod-core.3.4.1.sc4pac\1 CAM Core\CAM_Advanced_Water_Allert_Old.dat Failed to load: C:\Users\REDACTED\Documents\SimCity 4\Plugins\895-my-overrides\z____Tariely Mods\z3_TL Divers\TL-PROPS JRJ Yellow taxis rsc.dat Not sure why or if this is what's causing my issue with the missing plugin error or not. SC4MoreBuildingStyles: The log file shows this - note line 5: SC4MoreBuildingStyles v3.6.0 Installed the building select window patch. Installed the lot configuration manager patch. Installed the building style algorithm patch. Failed to read the BuildingStyles INI file: No such node (BuildingStyles) Found 0 exemplar building styles and 0 INI file building styles. The node does exist in the INI file which is in the .\Plugins root folder. SC4LuaExtensions: This one's very strange and I'm not sure what's causing this, but here's the entirety of the log file. I don't know if this too is what's causing the missing plugin error on the one city. SC4LuaExtensions v1.0.1 Replaced the Maxis Lua print function overrides. Installed the Lua package script name patch. Registered the game.execute_cheat function Registered the game.pause function Registered the game.resume function Registered the sc4game.budget.get_department_total_expense function. Registered the sc4game.budget.get_department_total_income function. Lua script error ! Run-time Thread ID: 0 Error Type: [string "_atrg_ = function () return ((SG_DentistCou..."]:1: attempt to call global `SG_DentistCount' (a nil value) stack traceback: [string "_atrg_ = function () return ((SG_DentistCou..."]:1: in function <[string "_atrg_ = function () return ((SG_DentistCou..."]:1> ========================================================================================== c5= true submenus: I truly love this plugin, but I noticed, from early iterations, that sometimes there are plugins I've installed that are missing... when I "disable" this plugin (I temporarily move it out of the plugins folder), they appear - even if I have to scroll for a few minutes. What's weird here is that I noticed, for the first time, the logs that are coming from submenus - it looks like some of the plugins aren't being gathered properly and I dunno if this is by design (expecting plugins of these kinds to be installed when they might not be - which is weird, because I know I've had many of the varying kinds listed below installed for a long time), or if this is not properly capturing my plugin folder: Submenus DLL 1.1.5 12:23:37 AM Installed the Duplicate/Missing Menu Icons fix. 12:23:37 AM Installed the Submenus patch. 12:23:39 AM Installed the Exemplar Patching feature. 12:23:56 AM Loaded 38 Exemplar patches targeting, in total, 72 Exemplar files. 12:24:17 AM Hiding empty submenu with Button ID 0xE75D823A: submenu-CAM-fresh-water 12:24:17 AM Hiding empty submenu with Button ID 0x13D1986E: submenu-CAM-misc-water-util 12:24:17 AM Hiding empty submenu with Button ID 0x60B9298D: submenu-CAM-tidal-wave 12:24:17 AM Hiding empty submenu with Button ID 0x61730DA9: submenu-CAM-geothermal 12:24:17 AM Hiding empty submenu with Button ID 0x2FAE9226: submenu-CAM-scrubber 12:24:17 AM Hiding empty submenu with Button ID 0x34872AFE: submenu-CAM-hydroelectric 12:24:17 AM Hiding empty submenu with Button ID 0x37FFA051: submenu-CAM-incinerator 12:24:17 AM Hiding empty submenu with Button ID 0x8E5B2F9C: submenu-CAM-sewage-sanitizer 12:24:17 AM Hiding empty submenu with Button ID 0x64365D13: submenu-CAM-power-storage 12:24:17 AM Hiding empty submenu with Button ID 0xF034265C: submenu-fillers 12:24:17 AM Hiding empty submenu with Button ID 0x9BACEB6F: nbvc-marina-sailboat 12:24:17 AM Hiding empty submenu with Button ID 0xBB531946: submenu-embankment 12:24:17 AM Hiding empty submenu with Button ID 0xDEFFD960: submenu-modular-parks 12:24:17 AM Hiding empty submenu with Button ID 0x8BA49621: submenu-military 12:24:17 AM Hiding empty submenu with Button ID 0x9F83F133: submenu-plop-R$$$ 12:24:17 AM Hiding empty submenu with Button ID 0x984E5034: submenu-plop-R$$ 12:24:17 AM Hiding empty submenu with Button ID 0x93DADFE9: submenu-plop-R$ 12:24:17 AM Hiding empty submenu with Button ID 0x1CD18678: submenu-seawall 12:24:17 AM Hiding empty submenu with Button ID 0xDD5DC0E7: submenu-watercraft 12:24:17 AM Hiding empty submenu with Button ID 0xE441B333: nbvc-marina-boat 12:24:17 AM Hiding empty submenu with Button ID 0x839C37A1: nbvc-marina-surf 12:24:17 AM Initialized 117 submenus (21 empty, 0 not reachable). I don't know what "Hiding empty submenu" means when I do have plugins that fit these categories. Is there something I should be customizing? City Tile Thumbnails on Region Map Finally, a side note: on occasion (more often than not), when my region opens up on game startup, the last city tile I worked on (in particular, this specific problem city that I restored from backup), shows up blank (like a deleted city from the region and is plain and blank). It also looks like this when I load the city, but the city's name and mayor name appear correctly in the region map. What it doesn't do, is show a snapshot of the transportation network and zones like the other city tiles. The city itself opens up fine (well, I suppose until a file gets corrupted!) and after saving and returning to the region map, the tile still shows up blank. I'm not sure what conditions lead to the region map showing up complete. I did notice that after removing the submenus DLL from the Plugins folder, the tile showed the networks and zones of the city. I don't know if they're related issues. Would appreciate any help or assistance, and can provide more background if requested. Thanks Mayors.
  4. Found this quick tutorial, in case anyone's wondered how to intersect el-rail-over-roads/avenues with other roads. Remarkably easy, long supported in NAM. --- Network Addon Mod Version 32 Teaser: Elevated Rail over Avenue and Elevated Rail over RD-4
    The movie was absolutely hilarious, so I get the idea here... and I get why it looks as bad as it does too. If I can offer advice, though: maybe make it a civic building, or an education building... or maybe some kind of industrial cap lifter for agriculture... you know, to support all those farms and crops that need Gatorade to survive. I'd keep it if it had some benefit to the game, but this is funny and not bad for your first BAT! -ordinary observer
  5. SC4DataNode

    I have this DLL installed already (and I had manually installed this before I started using sc4pac), and no plugins were removed prior to or after this issue, from that folder, either manually or by sc4pac. As I mentioned earlier, I'm able to successfully plop a building into my city, but when I reopen the city, I get that Missing Plugin error. I think I know which building is causing the problem, and on opening the city, there are no brown boxes by default - I only see brown boxes with some random buildings I try to plop. And to be clear, to @TiepiNL's example, the brown boxes I see are not specifically from the "SM Power Generator", it was another building installed from sc4pac: I can't remember what it was, and I only brought it up because I thought it might be relevant. Because I have the DLL installed, it resolves my concern Windows, the game and sc4pac having issues with handling the file name length. At home, my AD Group Policy already enables support for paths longer than the 260 limit, something I set a long time ago and forgot about it, so all my Windows machines support the max length: I don't need to make registry changes. As to the manifest: not knowing how the app was constructed, I don't know if @TiepiNL's workaround would have worked for me either, and it's not my app to play around with: my first instinct was whether the manifest or whatever was compiled, enabled support for long paths. I only wanted to report the problem I had in Windows, and find out if it's common knowledge.
  6. SC4DataNode

    I think it's could be causing problems in game: indeed, some bats are showing the Boxing Day Box and probably because the paths are too long now that I rely entirely on sc4pac to manage my Plugins folder. In a bid to see if there was an issue with DataNode (can't imagine there is an issue), I tried scanning the 075-my-plugins folder alone (because I wasn't willing to start temporarily moving problem path folders out of Plugins and then wind up accidentally screwing up the folder). I've noticed that after plopping a building (I'm not sure which one I'm plopping that's causing this error), when I go back to the city, I get the Missing Plugin Required dialog. So, this must be because of the folder path lengths. That said, the reports of some missing dependencies in DataNode after scanning the my-plugins folder might've been because I wasn't able to scan the entirety of the Plugins folder: DataNode presents a (funny-haha) error, that the paths are too long scanning the root Plugins folder. For example: the Windows long filename path for a prop from the rretail props pack (a path which also produced an error), installed by sc4pac, looks like this: C:\Users\<redacted 6-character username>\Documents\SimCity 4\Plugins\100-props-textures\rretail.mega-prop-pack-vol1.1.6.sc4pac\Road Signs\Traffic Signs\One Way Signs\One Side One Way Left\Left Arrow Vertical\RR Sign_OneWay Left Arrow Vertical 22.5 Left-0x6534284a-0x27d79b48-0x4947a722.SC4Desc Windows does truncate it to the 8.3 format, which makes the path look like this: C:\Users\<redacted 6-character username>\Documents\SIMCIT~1\Plugins\100-PR~1\RRETAI~2.SC4\ROADSI~1\TRAFFI~1\ONEWAY~1\ONESID~1\LEFTAR~2 I don't know if sc4pac has an issue with converting that long path to an 8.3 format, and it doesn't look like DataNode supports that. The long path above exceeds the Windows 260 limit in Windows 10, and in order to allow longer paths, I need to make a registry change... but the apps (both SimCity and SC4 DataNode) must have the element "longpathaware" set to true within the manifest file. Let me know if I can provide any more information.
  7. SC4DataNode

    Just wondering, has this been updated for sc4pac support? By default, sc4pac installs plugins that may include lengthy path names, and this is causing a problem with scans: plugin prop packs are stopping the scan because some paths are too long.
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