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Everything posted by simster007
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Embankment roads - are they possible at all?
simster007 replied to TheMurderousCricket's topic in SimCity 4 General Discussion
There is something similar in this pack: -
It looks the same in my game as long as I don´t add this pack to my plugins, after installing it the ground textures are gone. Edit: Tried it in a sandbox region with limited Plugin Folder, this is what it looks like after adding this pack. I'll go back to my normal plugins and region, I think there was at least one more of your lots showing the same issue. edit 2: it´s just the automotive factory missing the textures Thx for your replies anyway!
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maybe these:
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No lightrail station in road (RTMT) [Solved]
simster007 replied to Ssaidd's topic in SimCity 4 General Discussion
There are no stations GLR on/in road as part of the RTMT (AFAIK...). You have to look inside the misc transport menu for SFBT Tram Stations. -
I recently switched from mac os to windows (windows 10 64bit via bootcamp) and now datpacking is making trouble, jdatpacker skips a lot of files announcing these errors: FILE IGNORED: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_Greenhouse.dat REASON: File is not a DBPF formatted file according to magic number: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_Greenhouse.dat FILE IGNORED: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_4x3_Agriculture_Greenhouses_3920b920.SC4Lot REASON: File is not a DBPF formatted file according to magic number: C:\Users\rs\Desktop\JDat packen\JS_Greenhouse plp cs TE\._JS_4x3_Agriculture_Greenhouses_3920b920.SC4Lot Does anybody have an idea?
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Thx for the hint, i didn't relize the "._". Do I understand right: there are a lot of these ._files created by mac os, transferred via USB to Bootcamp and not visible in windows, which cause JDat Packer to crate the error warnings? EDIT: Got it, sorry for making trouble
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There are so many errors in so many files that i doubt faulty data - the greenhouse was a just an example. I just tried to ignore the error messages and loaded my first city with the new dat file: as far as i could check there is nothing lost......the greenhouse as an example works fine.
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I had to reinstall windows and actually have an issue when plopping lots: All lots snap back to roads so quickly that their orientation is nearly uncontrollable. I know that there is a solution (had the same problem in the past) but can't remember it. Does anybody have an idea?
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Rotating Issue when plopping Lots
simster007 replied to simster007's topic in SimCity 4 General Discussion
Hi Kelis, thx, you made my day! I could not test it actually but I´m sure that unchecking the mouse capture did solve my problem last year and will do it again. I just haven´t saved the linky (what i did now...) and could not find it in this next trouble shooting research. it was driving me crazy as... -
Rotating Issue when plopping Lots
simster007 replied to simster007's topic in SimCity 4 General Discussion
It´s not on mouse - handling side, had the same problem last year and the solution was to change a setting, probably driver? -
Yes, I found these infos yesterday during my fiddling with the menus. Thx for the info! Don´t worry about that. Your answer gave me the important hint. All in all: my problem is solved! Thank you
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Thx, I'll give that a try. Can I find somewhere a list of these ID's?
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Short question: How can I change the menu position of existing submenus, like from parks to landmarks?
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I don't use CAM and have never used functional airports. But when using BSC functional seaports in an early stage of development they raise the industry demand caps to 100%, so the city tiles are losing their industrial demands as you described it. Maybe that is the same issue. I think that was mentioned in some other topics already, but never been discussed in detail (as far as I noticed). Same was described on a YT Channel in these days (Wibb´s Builds). Don't know if that is a bug or just "normal"? Is there anybody around from the BSC development team who maybe can explain this effect? Just in Case: I´m running the MAC Version of SC, don´t know if that has an effect on the seaport controllers.
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I got very often annoying sound loops when playing different city tiles. This issue seems to get worse related to the growth of the city. This could be something like traffic or machinery noise, an extremely annoying snoring sound etc.. One solution ist to save, leave and restart the tile, sometimes even that doesn´t work. I know that I could I can switch off or reduce the sound in the settings but I don´t like that. Is that a game´s bug? Is my computer in overload? Is there something around like the "helicopter silencer mod"? Just in case: I`m on the the mac version of the game.
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Issue with Police and fire protection financing
simster007 replied to albireo38's topic in SC4 Bugs & Technical Issues
I´m pretty sure you´re fighting the phantom slider bug, can happen to lots containing a budget slider: This -
I think it is very common to use the old viaduct puzzle pices to create fake entrances to non TE lots like this: delete the left part and you get an isolated street stub without endings With NAM 48 the remaining street stub is a rrw crossing: The rrw can be deleted by extending it to left/right an deleting these tiles. No good solution at street corners whith any grown lots there that should survive. Can I change anything in the installation to keep it like it was before? Or is there any other workaround to get the same results? Don't take it to serious (puzzle pieces are legacy content, not longer supported, right?) - it's just a minor issue, competely acceptable, but a pity that this little workaround has now one more limit....
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[RESOLVED] Segmented looking landfills and black lines between streets, roads etc.
simster007 replied to MithrilRing's topic in SC4 Mac Users
Don´t know about the app store version, are you sure that it doesn´t show these grid lines? My steam app shows the same issue. Small gridlines in all textures areas. AFAIK this is a Mac bug, which you cannot fix. -
Got a quick SC4 question?... Ask here!
simster007 replied to City_Slider's topic in SimCity 4 General Discussion
Road over orthogonal rail is a different puzzle piece in the tab ring -
BSC Common Dependencies -- Issue with some old SG Lots
simster007 posted a topic in SC4 - Custom Content
Some days ago it was time to clean up my plugin folder. Many double items, outdated content etc. I decided to install the BSC Common dependencies V8 from SC4evermore and check all my old BSC dep files if they are part of the cleanitols (manually, the cleanitol doesn't work on my mac) After that some residential lots didn't show the building anymore, I could not even query them. Here one pic as an example, there were some other lots showing the same issue: I could find out that the problematic lots come from SG RLS, no idea from which pack. Same lot with building and query in this pic: I ckecked all SG deps I had removed and it showed up that these lots need this old dep in my plugins to work: BSC BAT Props SG Vol04 This dep should be part of BSC mega prop pack SG Vol1, or am I wrong? Before the clean up both files were in my plugins and their content should be part of the Common dependencies? Has anybody an idea what is going on here? Do I have to keep these outdated dep because they were part of my plugins when the simulation buit these lots?- 3 Replies
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NAM 48 old Rail Viaduct puzzle pieces
simster007 replied to simster007's topic in NAM & Transit Networks
Ok, that was a quick successful research using flups (found the idea in a post about neighbour connectors): Use the eraser to create a gap in the street: Plop the flup street ramp like this: And delete the entrance tile of the flup: And you get this: Didn't take more pictures, just try it yourself. Works on street corners as well. Should be completely sufficient and as quick as using the Railway viaducts. Problem solved! -
NAM 48 old Rail Viaduct puzzle pieces
simster007 replied to simster007's topic in NAM & Transit Networks
That´s what I supected. Yes I know and use that a lot as well, but it´s the destructive part on grown lots that can be a show stopper. I´m going to try that as well! -
BSC Common Dependencies -- Issue with some old SG Lots
simster007 replied to simster007's topic in SC4 - Custom Content
@Tyberius06: Hi, thx for your time and effort to give me this detailed answer. I totally understand that updating and organizing all the LEX content (is project zip here aditionally still ongoing?) must be a more than time consuming task and appreciate that very much! Do you speak of v1? I don´t have that available. It is really the file BSC BAT Props SG Vol04.dat that keeps the lots alive, I double checked that. BSC Mega Props SG vol01 v2/ v3 don´t work, I tried both. Anyhow, I got it running for now and when the SG stuff will be available at sc4evermore I will try that. You don´t need to feel sorry for that. It's your work that keeps fun things in SC4 alive!- 3 Replies
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