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simster007

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Everything posted by simster007

  1. 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....
  2. 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.
  3. Got a quick SC4 question?... Ask here!

    Road over orthogonal rail is a different puzzle piece in the tab ring
  4. 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 Many double items, outdated content etc.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 Do I have to keep these outdated dep because they were part of my plugins when the simulation buit these lots?
  5. NAM 48 old Rail Viaduct puzzle pieces

    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!
  6. NAM 48 old Rail Viaduct puzzle pieces

    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!
  7. @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!
  8. Stairs TE Mac bug?

    I´m using the MAC version of SC4 and actually don´t have access to a pc system with reader installed. I experienced an issue with these stairs: 1. Simcougs Stairways https://community.simtropolis.com/files/file/30425-simcougs-stairways/ 2. Stairs form MAS71 Wall Set V2 There´s alway just a few pedestrians using the MAS71 stairs. I recently switched walls in one location to the new wall set from scoty and pedestrian traffic rised significantly. So i tried a couple of available stair lots: uroncha - traffic high, marrast - traffic high, Simcoug´s stairways - traffic low? So I suspect that these stairs form MAS71 and Simcoug maybe have a very low capacity, caused by the TE MAC rep bug. Is anybody able and willing to do a quick check? Thx
  9. Stairs TE Mac bug?

    I´m sorry to tell you that even this version doesn't change anything. There are still just around 100 pedestrians using the MAS71 Stairs. As I'm not the one with capabilities to find out what's going on I´m ok with that, even with not just one but a couple of great new wall sets with working functional stairs by @hugues aroux But as you mentioned it's really an interesting question why they behave so differently, sorry that I cannot help in digging into it. Exactly the same by me.
  10. Stairs TE Mac bug?

    I doublechecked that: the last pic in my post shows the updated version of the MAS71 on tile stairs. Just 100 pedestrians are using them. I replaced the file "op_Walls2 Option_01-Rampsop-090924.dat" by your version and installed the set directly in my plugin folder without any subfolders and not datpacked. Afterwards I deleted the Scoty lots and replaced them by the updated MAS lots. Running the game shows decreasing traffic down to 100. So maybe you are right? The updated version of the bigger stairs (2 tile/ 3 tile) works fine (usage around 10.000). I did not check these without your update as I never used them before. Could it be helpful if I give that a try on this spot? To be honest until now the traffic on all plopped stairs didn´t bother me as it was just a side effect. This is the first place where I really tried to force pedestrian traffic - unfortunately without the new pedmalls due to their textures, which IMO doesn´t fit in there.
  11. Stairs TE Mac bug?

    @rsc204 @Tyberius06 thx for your interest in this topic, @hugues aroux thx as well and thx again for your great wallset! I wasn´t online during the last two days, so I couldn't respond earlier. To clarify: I´m playing the old 32bit version of the mac game to avoid the CTD problems (I hope this will last since Steam stops MAC OS 10.13 support in mid february..... - maybe it will still work offline?), so the rep bug in my case just decreases capacity significantly to just a few sims. I doublechecked my original post and had to realize that I made a mistake: - Simcoug´s stairways are working well - Stairs from uroncha and MAS 71 (one tile stairs as the fit on slopes below 15m) show a significantly less usage, which should be caused by capacity/ TE bug with even lower capacity Here some pics, as you see I like to see high number of sims taking the short way to work by feet: 1. Scoty: 2. Marrast: 3. Simcoug´s stairways: 4. MAS 71 (1 tile stairs as the slope is below 15m). 5. Uroncha´s stairs: @rsc204: I didn´t know about your MAs71 walls update, just installed it but even updated there are just 100 sims using the stairs: Does your update include the 1 tile stairs or just the bigger ones?
  12. Scoty Walls Sets

    Posted already in comments section
  13. Scoty Walls Sets

    Thank you! I was searching for functional stairs and found a huge complete new set of walls including selectable diagonals, underbridge lots for different heights, ploppable at coastlines etc. There will be some more variation in my cities and i will not so often have to use the DBE to plop them at coastlines. Great Upload! First test shows the stairs are working well (always had issues with some others)!
  14. Got a quick SC4 question?... Ask here!

    this pack contains a pipe extender, working well: https://community.simtropolis.com/files/file/22255-rcimulti-modpack-for-sc4-deluxrushhour/
  15. Watching your tutorial parallel to fiddling around with the DBE finally "enabled" my diagonal bridges some times ago. Highly recommended for everyone having problems in getting it to work. Very helpful, Thx for that!
  16. Show us What you're Working On

    WIP: First time these single version of Parkland Lofts appeared in one of my city tiles. Grown randomly on a 6x5 lot they inspired me to restart and rezone specially for them. Very easy to force them to grow as their footprint is 2x5 and nice for this suburban apartment area - repetition on purpose
  17. I'm wondering if there might be an issue with rectangular crossings of diagonal roads and streets. It seems to me that when a diagonal streets ends rectangular in a diagonal road this crossing blocks all traffic except for pedestrians: Layout: Traffic query road: only used by pedestrians Traffic query street: all cars and buses prefer this longer and slower route It´s not the first time I experienced this "oddity", just 1st time documenting it. As I´m on a mac I cannot control the paths - extra cheats don´t work.... Maybe important: the diagonal street is build w diagonal helper pieces as there´s a light slope.
  18. Diagonal Crossings Pathing Issue?

    Ok, shame on my head - I should have investigated more before posting this, sorry for that. It´s definitely not the crossing that blocks bus and car traffic there, even if it still seems odd to me that the coastal route is just used by pedestrians. Regarding congestion: no congestion at all, there are just around 500 sims on their way to work. See the pics after destruction of the street connections: I´ll try to find a second spot in my region with a similar oddity.
  19. Post Modding Requests Here

    Thanks, I would appreciate that a lot. But as it maybe needs many lots to be fixed it might be more useful if I could get a guide how to do it. Does that work with the reader tool?
  20. Post Modding Requests Here

    unfortunately I mind loosing all effects....
  21. Show us What you're Working On

    Recently extended some residential areas in two tiles to their borders... ... and established a new very small city... ...to achieve a nice look in region view. Road connection facing north is working - connections facing west are just faked to avoid commuter loops.
  22. Post Modding Requests Here

    Is it a big effort and is anybody able to produce a silencer like this: but for killing the sounds of fountains, ships (like ferries and cruise ships) and waterpumps/ water treatment plants? I´m on the old 32bit Mac Version of the Game and these sounds create annoying loops when starting the simulation. Only solution is (and sometimes even that does not work) to load a city tile, zoom in an area far away from any lot creating these sounds and hope the best.... Maybe there will be some more sound-effects with these issues, but atm these are the ones I identified mor or less. THX!
  23. Show us What you're Working On

    Yesterday I spent some time in extending the industrial area next to FAR 2 railway in the Northern Part of my Western Highlands City Tile. I´m very pleased that the Overhanging Grunge Fillers work so well with the railway network. Unfortunately there´s a repetition of the Krispy Cracker Company, maybe I´ll switch that sometimes in future. There´s some more growth in the connecting industrial/ commercial district at the main road: Don't actually know what to place on the hill that is surrounded by these two districts. Maybe a sort of old city center/ castle or ruin right a the cliff? If you have any nice suggestions you are very welcome. Sorry for the grid lines in the last two pics...
  24. Can't find it?... Ask here!

    I can help out here, just installed it 15min ago. Yep, it´s from mattb325 "Red House Hospital", and part of the Mattb325 packs on sc4evermore: https://www.sc4evermore.com/index.php/downloads/download/16-civic/117-sc4d-LEX-legacy-mattb325-civics-and-rewards-maxis-nite https://www.sc4evermore.com/index.php/downloads/download/16-civic/116-sc4d-LEX-legacy-mattb325-civics-and-rewards-dark-nite
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