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Frolius666

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Everything posted by Frolius666

  1. Linux Corner

    Hello everyone, Does anyone have experience installing Ilive reader and the PngtoFshBatch tool on linux mint? SC4 is working fine and so is the lot editor, but whenever I try to start the reader or the batch tool it just stops, no notifications. I think I'm missing something. Tried to download and install VB runtime on wine, but got the same result... nothing happens. All help welcome...
  2. Pedestrian Mall Connector for use with NAM

    Very nice, I like this a lot! Thank you! Would you consider making an additional one with the straight path texture? It would be a big help...
  3. NAM General Discussion Thread

    Ahaaaaa.... thanx Andreas... Well yes, come to think of it, they all go CCW here indeed. Why didn't I see that coming, I've been staring at it for hours trying everything but turning it around. Maybe that last tequila sunrise last night wasn't such a good idea after all But I'm glad I'm playing again.
  4. NAM General Discussion Thread

    Hello NAM-ers, The 3x3 one-way roundabouts are blocking traffic. They only allow pedestrians to cross. Following pics illustrate... Roads leaving the roundabout are: Top and bottom: Ringroad around my town. Left: City Centre Right: Neighour connection and landfill You can see that, without an additional street from the landfill to the ringroad the landfill has a "No Connection" zot. Does anybody know how to solve this? Thanx !!
  5. Hello, Can anybody tell me how to transit enable diagonal rail with the SC4Tool? I use the SC4Tool for all my transit enabling, but this is the first time I experimented with a path file. This is the lot (so far): https://www.simtropolis.com/idealbb/files//rail%2045
  6. Hello NAM-dudes, I would like to make stairs that connect 2 parallel roads with a height difference for pedestrians. I made a path file so they walk on the stairs, but standard transit enabled lots only build on level ground (and that's hard coded according to Karybdis). But ped mall tiles plop on slopes too, so maybe there is a way to convert the lot into an extra ped mall tile? I've looked at the 2 center pole exemplars, and I think it might be possible, but then again some advice might be helpfull before I screw things up. The path file might be difficult though, but I don't really mind if I don't see any walking sims, as long as the simulator uses it I'm happy. I've been searching for posts about this but didn't find, but some of those topics are huge (more than 3000 replies, how do you find your way in there?) so sorry if this has been asked before, if so please provide the link. grateful greetings, Frolius
  7. How can I make an extra pedestrian mall tile?

    Ok, here it is, the result of my searchwork... I took as much bus stop out of it as I could without breaking the pedestrian function. You don't see sims actually go up and down the stairs, but the simulator does. Feel free to spawn comments and suggestions. dependancies: Buddybud's Jeronij Concrete Wall AddOn STAIRS ver. 1.3 https://www.simtropolis.com/idealbb/files//Stairs%2001.jpg align=baseline> https://www.simtropolis.com/idealbb/files//Stairs%2002.jpg align=baseline>
  8. How can I make an extra pedestrian mall tile?

    IT WORKED!!! I can't believe it... it actually worked this time, sims use the lot. Now I still have to get rid of the building. When I use the Functional blank lots the building shows up anyway. But since many use the blank lots maybe the answer to that is simple. Now first... a victory beer
  9. How can I make an extra pedestrian mall tile?

    Hey qurlix, I already tried that. I do the same with all my park trails. When you look at the traffic data they are green alright, but sims don't actually use them in their commute. To test this I did the following: I have 2 streets with an altitude difference of about 10 meters. Both have a busstop. I put a transit switch lot between the streets and demolished 1 busstop. rrrrrrrXrrrrrrr demolished busstop between res sssssssssssss street high uuuuuOuuuuu lot between unzoned sssssssssssss street low ccccccBcccccc bus stop between com The other busstop is still within walking distance, but still sims prefer to walk 9 tiles to another bus stop iso using the lot. All lots I was able to plop so far are based on parks... maybe I'll try making one from an actual bus stop, I can use a blank lot for it and remove bus transit.
  10. How can I make an extra pedestrian mall tile?

    I gave it a few attempts... Nothing showed up in the game menu's and I reinstalled the NAM after trashing it. But I enjoy the rush of expectation every time I start the game to test . I was thinking... isn't there a simpeler way to convert an existing regular lot to behave like a pedmall tile and keep it seperated from the NAM? I have to have a lot exemplar anyway because of the stairs props. In the end what I want is a lot that transports pedestrians without the need for flat terrain. I rather not mess with the NAM, I can change properties of files in my dat if needed, I just have to make sure it loads after the NAM (and it does, the NAM always loads first). Also better for when the NAM updates.
  11. How can I make an extra pedestrian mall tile?

    Hey Goaskin, Thanx a lot for the help dude. But still I'm afraid I'm gonna have to put this in the fridge for a while. It's like solving a puzzle, whenever a piece fits one understands a bit more. Now, I understand the path files, and basic RUL logic is seeping through slowly, but the 0x10000000 RUL is still al bit over my head. Yet, I have learned a lot from this, so nothing is wasted If you know some good lurking recources about this they are always welcome. I have mainly been looking at https://www.simtropolis.com/idealbb/view.asp?mode=viewtopic&topicID=37512&num=30&pageNo=1 and at the Intersection tutorial. greetz, Frolius PS: Here's a non-stop Goa Trance link for you: http://www.philosomatika.com
  12. Traffic Control Addon

    You don't have to install all, they're seperate lots, just make sure the dat file is present, it contains all textures.
  13. Traffic Control Addon

    Version 1.0

    2,732 Downloads

    Here it is dudes... my very first STEX upload. It's an addon to BRF UrbanLegend Traffic Control Pack ver. 1.2. What's in here... Credits: BRF for his superb "No Trucks" textures (I only made overlays from them) Awsome tools used: LE, SC4tool, iLive Reader, FiSHman dependencies: None All texture instances start with 666 and are grouped in the LE. (no further demonic activity noticed ;-) Enjoy... Frolius666
  14. Public safety budget - please help

    I have the same problem with my Parks and Recreation budget increasing. See: https://www.simtropolis.com/idealbb/view.asp?topicID=72844 Just now my Utilities-Power budget started reducing automatically. I replaced 12 aging windmill plants with 1 solar power plant. A few moths later... total blackout. My budget slider was at 1/3. I can't play my city anymore, by the time they recover from the blackout the slider has already decreased until 1/2. In my budget list appears one item called building with cost at 0, just like with my parks budget problem. The only modded power plant I use is the CSX Rural Waste Tech, but I don't think the problem lies there. The same plant is used in another city without this problem (yet). And it is also listed as a seperate item in the budget list, with correct cost. I don't mind some searching and testwork, but I simply have no idea where to start. I can't just disable all my plugins, my city wouldn't be playable without them. Besides, The Parks budget problem did not solve when I removed the billboards. I think the first step would be re-installing the game Meanwhile... all help welcome. greetz, Frolius
  15. Date: 12/3/2005 6:19:58 AM Author: toxicpiano the mod still exists, its just the tutorial is replced by a text file. quote> You know where to find it? I checked the Stex, only found the 339B text file. I would Looooove to get my hands on this goodie... Frolius
  16. Post Modding Requests Here

    Hello Modsquad, I'm making a slopy farm country, like in the Ardennes in Belgium. I'm trying to make some props orient to the slope of the ground. Some props have a property orient to slope which can be turned on (for ex: El Nomade Farm Pack 1), but others lack this property (for ex: Simgoobers fields in SG_FarmFields.Dat). I'm using SC4Tool. Tried to copy-paste the property from one file to another but that doesn't work. Any suggestions on how to get this property in all my farm props? Thank You! greetz, Frolius
  17. Hello there, All this modding stuff is really great, it adds a whole new dimension to the game. I just started to use the SC4 tool. Had an error though, when reading from the database in the Analyser/Importer. I probably did something wrong, so basically this is a cry for help, but if it is a bug I would gladly offer my assistance to help test it (don't know much about modding yet, but I'm learning &nbsp Here's what I did. The first time I opened the analyser it started to scan my plugins folder. I opened a lot ( it was GDV's water taxi station) and saved it in the database. Closed the analyzer and opened it again. When I try to open the lot again from the database I get a message Error reading dataset!. OK here opens a message Delete?. Yes here opens a message Internal Error! Nothing further happens, and I am still able to open the lot from the plugins folder. Anybody any ideas??
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