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Girafarig

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Everything posted by Girafarig

  1. Show us What you're Working On

    I can report that GoFSH works with macos and Wine. It doesn't work perfectly, but it works. I'll share the results once this finishes… compiling? UPDATE: Didn't work! And I've been working all day long in this, so I'm calling it quits for today.
  2. Got a quick SC4 question?... Ask here!

    Playing on a Mac, DarkNight lots cause me a CTD.
  3. Land, Sea and Air (part 2): A New Hope

    Some updates from the last entry in our journal: Land Ah, what a change a few months do! No longer wilderness Nueva Esperanza (Spanish for "New Hope". No relation to the successful space opera franchise) was founded, its terrain was allotted, and it has quickly become a transit hub, with part of the new airport (though no economy-boosting terminal, to the dismay of the few new residents) as well as the Triple Bridge to the north: tracks for regular, high-speed train and highway crossing across the Nueva Esperanza strait into the so far still depopulated Isla Enojada. It's no Madison Country, but these bridges have also attracted the attention of photographers and lonely hearts everywhere As for the actual town, a residential area has been set up on the northern coast, far from the airport. Both a railway and a ferry line terminate into the town, so local residents (numbering 2,200) can take either means of transportation or simply drive themselves across the island, should they need anything from the town. A few stores have been projected to open around the area anytime soon. Meanwhile, the valley has been turned into fertile farmland. It ain't much, but it's honest work Sea The new Bahía Herradura port has become active. Its location, close to but outside the main core area, and right next to a number of islands that shelter it from the open seas, have helped it become a growing success, diverting some traffic from the rather crowded South Bay. There's even a Casino and a beach! Some work remains to be done on what has been colloquially known as Entertainment Island, so far mostly devoid of actual entertainment. The least historic Historic Harbour ever, soon to a location near you! The port has continued expanding northward, as well, on some reclaimed terrain. Once finished, it's expected to surpass Anclaje Port as the busiest by cargo numbers on the whole island. No one can stop modernisation! Air Ah, yes, air. The most contentious dilemma of Isla Bonita so far. To recap: the now 3-million inhabitants island has, simply put, outgrown the old, dated airport tandem of Bahía Medusa International and Anclaje airports. The lack of facilities, the shortage of gates, and the perilously short runways meant that the old airports' days were counted. Three replacement sites were put forward: An in-situ replacement, tearing down substantial parts of Anclaje (including its old airport) and Bahía Medusa. A brand new airport on virgin lands on Isla Enojada. A middle-of-the-road (literally) solution in a new airport on the northern part of Isla Bonita, taking advantage of existing high-speed-rail and highway links. An attentive reader might've noticed by now that the third solution was the one chosen. But the way to get here was anything but straightforward. Legislators met on the Interior Congress Building for a truly marathon-like debate on late July. Surveys were delivered. Citizens gave their opinion. Experts were flown in all the way from New Udanani. Finally, after 26 grueling hours, vote were finally cast… And the Anclaje-Bahía Medusa won by a plurality of one vote. Interior Congress, the scene of a crime The uproar was immediate! Even before the Prime Minister signed the law, congressmen were demanding a second vote, since option 2 and 3 had obtained more votes combined. There were also allegations that the Anclaje congressmen --selected at large, but who had informally committed to vote on this issue proportionally to the latest surveys-- had instead voted en bloque in support of the airport, even while the old La Isla neighbourhood stood for demolition and its residents were irate. People even commented on the fact that Bahía Medusa, which also voted overwhelmingly in favour of the new airport, was overrepresented at Parliament due to the use of old census results that didn't reflect its lowering populace. La Isla (Sp. for "The Island") is one of Anclaje's oldest neighbourhoods. It remains a firmly working class, somewhat crowded area of the city All protests were in vain. Prime Minister Ircam signed the bill and the New Anclaje airport, as it was dubbed, was given a green light. The concession process started immediately and the Old Anclaje airport was decommissioned and demolished fast. Suspiciously fast… There used to be an airport in here… Matters got so shady that the Prosecutors' Office was forced to act ex officio and begun investigating alleged corruption centered around the vote. The Interior Court, where matters were trialed, highlighted in the Interior Old Town At the same time, journalists leaked information that suggested that the lowest bid for construction of the new airport had been presented by Constructora Corructa, a rather small firm with offices at The Pyramid building in Cuerno de Águila, where records showed that a series of unreported meetings took place with high-ranking politicians, including Anclaje congressmen. It got to the point where photos were leaked of congressmen unexplainably present at Mr. Corructa's own villa, in the very expensive neighbourhood of Providencia. It doesn't get any posher than this Finally, the Prosecutors uncovered chats that implicated high-ranking members of the ruling party, including Prime Minister Ircam. They had received kickbacks to fast-track and approve infrastructure contracts benefitting Corructa, who then overcharged the public treasury and delivered shoddy craftmanship. Corructa had already built one of the Nueva Esperanza bridges and had obtained a series of contracts, always managing to deliver the lowest bid --authorities believe he was given confidential information in order to be able to win these bids. The scenes that followed were unprecedented in Isla Bonita history, including a police car that was dispatched to pick up the Prime Minister himself from his working office at the Planalto palace! The rather short arm of the law (there's a Police Station across the street) Vans were also sent to detain several congressmen, including Mr. Arnold, who lives at La Isla and had to be protected from his own neighbours! Mr. Arnold was picked up during office hours Finally, as the government crumbled, elections were called and the Deputy prime minister nullified the airport law. The new government, once in charge, approved the new airport and the rest, as they say, is history! History being made Enrique Valenti International Airport is now ready to receive flights, though it hasn't officially opened yet. It features one complete runway (plus a second one currently being built), around 20 gates, and has a HSR connection to Anclaje and regular rail to all other cities in Isla Bonita, as well as a highway right next to the main terminal. Other connections are being discussed as of this writing, including a tram project to link the terminal with Ciudad del Arado, immediately to the south and under whose city limits the airport is partly located. Finally, Line 8 has received a number but no works have started yet. The new airport has seen some substantial cost overruns (being investigated -- though people at Isla Bonita are not looking forward to see a second government fall in a corruption scandal this year) which have put all other infrastructure projects on delay. Hopefully, more news on the next installment of this series!
  4. Show us What you're Working On

    The viaduct is part of the SG canal and it's a 2x2 piece with some serious overlap, so yes, it's eyecandy (though you can run a water pipe underneath, if you're so inclined). That being said, the viaduct piece isn't that long, so I had to use two pieces and very carefully line up the altitudes (using Terrainquery) so it wouldn't have a difference in height. But even then, either I screwed up or the viaduct has some slight gradient, because if you pay close attention, you'll be able to see the place where the two halves of the viaduct meet up.
  5. Show us What you're Working On

    I've noticed it too. Maybe it's because they're fully 3d s3d models? EDIT: Here's what I have been working on as of late. The things one has to do to transfer water from one side of a mountain to the other…
  6. Bridge Skins Set 7.5 mt

    Absolutely gorgeous! Are there any plans to introduce 2-tile-wide bridges? What about rail bridges, which are slightly narrower?
  7. Show us your Oddities!

    Finally SimCity: Swindon
  8. Mac Book home/end keys

    That is most unusual. Do you have the Steam or the App Store version? Maybe there's some difference in the versions -- I have the App Store version. Can you rotate pieces with the standard MBP keyboard? (It should be Fn + left/right arrow there) Would you please go to the Keyboard Viewer and take a screenshot? If you can't find it, it should be in the input menu on the top right corner of your screen, and you can enable that menu by going to System Settings/Keyboard/"Input Sources" under "Text Input" and then "Show Input menu in menu bar". I want to make sure that, when you press the PgUp/Down key on your keyboard, it's actually mapped to PgUp/Down. You may need to take more than one screenshot, since the Keyboard Viewer changes as you press Fn (or Shift, Ctrl or Alt, for that matter). (This is the Keyboard Viewer and I have pressed the Fn key. You can see that PgUp/Down are represented by diagonal lines)
  9. Mac Book home/end keys

    I assume you already tried this, but what about the PgDown/PgUp keys? That's what Fn+left/right arrow (what turns NAM pieces and buildings for me) tracks to on my M1 MacBook Pro (standard keyboard). Keep in mind that for NAM pieces, sometimes you won't be able to rotate them in the direction you want (or at all) if the network around it isn't conductive to that.
  10. Foggier Fog Request

    Thanks, @CorinaMarie! We're definitely getting there, but I'm still not getting the same effect as you: Oddly enough, I had the best results with your first attempt. I also tried both my own edit and the Gizmo original and found that mine worked better, though if we're dealing with an override here, that was probably just subjective. I wonder if the relative lack of fog has got to do with the moisture levels? My region is pretty dry in general, and the wettest parts are the windward slopes, where the altitude isn't very conductive to fog. Either that, or it's because I'm playing on a Mac. That does all sorts of loopy stuff to the game.
  11. I think I'll let the picture talk for myself for this one: As you can see, there's a big… blue/black thing in my KK-DLH Substation where a texture should be. The same blue/black non-texture is also visible on the Distribution Substation to the left, though in that case it's been better covered by the lot. I'm clearly missing a texture, though I can't figure out for the life of my what am I missing. I know it's not one of the lot dependencies, since the substation has none and this started when I installed the Paeng Sandstone mod -- so apparently, something there had to be replaced by something that's missing in the Sandstone mod. But I can't figure out what. But it gets weirder. I also have the Maxis Renewals relots installed, alongside most (I'll get to that in a second) of the dependencies. The relots are really nice, and they use some interesting textures as building bases -- textures that were too missing since I installed Paeng's mod. Before the sandstone, I had the –also quite neat– Veredas Santiaguinas lot. So I decided to go back and install a couple of select folders from that mod, specifically those that replace the SHK textures with something more akin to the VS mod. And voilà! It actually works! Sure, it doesn't match -- but at least there's no longer a hole into the fifth dimension So now I'm at a complete loss as to what the heck I'm missing. Maybe it's CP's SCILT, since that's the only thing that I couldn't get before SC4Devotion went down. Or maybe there's something funky going on with the SHK textures? It could be both. It could also be that I have some sort of conflict, since my Plugins folder is gargantuan and SimCity 4 on the Mac doesn't really like large-size folders, even with aggressive Datpacking. In any case -- I installed the new BSC Essentials mod and that didn't solve this, so I've officially run out of solutions and I come to you for help. What do I need to do so I can see something other than a large blue square where my gritty pavement should be?
  12. Missing / clashing texture

    I shouldn't have two versions of Paeng's mod. I recently looked for duplicates in my Plugins folder and found nothing. Then again, if the two versions' files have different names, I could have missed something there. I'll check. I don't currently have the VS mod installed, except for the few parts that I specifically re-installed as a test. And really, I don't mind having inconsistent textures -- but I care a lot about having no textures. I'll also try this and report back. I too believe there must be some sort of overriding shenanigans, but it's really hard to know exactly what is overriding what (I tried using the DataNode on a few folders and saw a lot of overrides going on in general, most of which are probably working as intended). EDIT 2: Didn't work. EDIT: It's included in the Common Dependencies Pack, so yes, I do. That's the first place my mind went to, and whatever's being overridden, it's probably there. But I do have it.
  13. Show us What you're Working On

    Yes, I have. It's a bit trickier to get Wineskin Wrapper (or Wine, at all) installed these days, since you need to do it via Homebrew/the Terminal, but it can be done. I got it from here, followed the instructions, then downloaded a couple of engines and started fooling around until I got the programs running. Apple is soon releasing the Game Porting Toolkit, so that's a huge resource that's available now. I would share the wrapper here, but the whole wrapper is a massive 1.7 GB (yes, gigabytes) and I'm using the same wrapper for both X-Pim's LE and the Reader. If I get around to it, maybe I can focus on making the wrapper leaner, but I sincerely doubt it's gonna be anywhere close to the size of the programs themselves. Alternatively, you can try downloading Wine using Homebrew. You will need gdi and some fonts to run either program, but as long as you can get Winetricks to run on Wine (using the terminal), you'll be set.
  14. Show us What you're Working On

    I haven't gotten around to making LE run on my Wine wrapper. I do have X-Pim. It's the same instructions?
  15. Show us What you're Working On

    Took a little bit of time off of building the airport to finally get around configuring Wine and making X-Pim and iLive Reader work on macOS. I, of course, cannot use X-Pim and I barely get by with the Reader… but I finally made these lovely Bayfront lots work on the water. Check out this lovely, actually-full-of-water canal! Please ignore the underwater grass. Or, uh, think of it as moss or something. I'll eventually figure out how to use X-Pim to remove that texture and/or I'll fiddle with the slope. As a matter of fact, any suggestions?
  16. Pergamos coming soon

    Just give us the damn Pergamos!
  17. Show us What you're Working On

    What am I working on? I'll tell you what I've been working all bloody week, thanks to your votes. The runway continues… …all the way into the next town! A little closeup of the Airpot Police/Firefighter area What'd you mean I gotta build my airport on flat ground!? And I haven't even gotten around to building a terminal or re-routing the nearby connections! Custom airports are hard work. I mean, you can land and park a plane?
  18. Show us your Downtown!

    A controversial remodeling of the Vía Mayor in downtown Interior. This is a wide avenue with clear lines of sight, designed to host military parades and public demonstrations -- but now it has a cheeky central park running down the middle, benches and even a number of small trees. To be fair, the tram station had been sitting there for some time now, to very little complaint.
  19. Show us your Rural Scenes!

    Same question as above I call this one "eclectic ethnic potpourri"
  20. Show us What you're Working On

    It doesn't make much sense that the best subway depot we have available has rail connections, but does it matter if you put it next to a station that can serve both?
  21. Show Us your Highways!

    Cloverleaf interchange into an underwater tunnel: And yes, the tunnel works!
  22. Show us What you're Working On

    Carefully /s The tunnel will stand (hold?) as long as you don't fiddle with the entrance or the tile right behind it. After that, it's all fair and square. This is my first underwater tunnel, but I had a monorail tunnel under an airport in another city, you can build stuff with no problems. Well, kinda. Automata will follow the land contour to an extent. If you go below sea level, you may find yourself on top of the tunnel somehow, or you may be able to complete the crossing (I don't exactly know what causes automata to resurface). But travelling sims can and will use the tunnel with no issues, as you can see in this picture: It should also allow ferries to use the channel across, though for now, there's no routes through here, and ferries are kind of finicky in general. As for what I used to dig, after I established a slope I was happy with, I simply used the NAM digger lot. If you use it every other square, it maintains the inclination grade as you sink all the land. That's why the tunnel plot is actually three tiles wide, if you pay close attention -- I needed the extra space to make the digger work properly. But technically speaking, I could've probably gotten away with just using the Mayor-mode Landscape Tools (maybe even the God-mode tools, if I had the finesse).
  23. Show us What you're Working On

    Since I had placed a bus depot on an island last time, I had the "brilliant" idea of getting good road (read = highway) connections to the island chain at my port. There are two highways converging there, after all. Of course, building roads near waterways can only mean one thing: underwater tunnels! First, I had to prepare the terrain. This means raising everything ≈ 45 meters, making the tunnel, digging 30 meters in the middle of the raised land in order to get good slopes (I had to settle for monorail slopes, since regular highway doesn't dive deep enough and I simply didn't have enough room), and then sinking the whole contraption 45-60 meters so I could get an acceptable water depth… Like this. Cue some fine tuning and rebuilding, and the end result… Is a neat little tunnel! I also had to reroute two highways, get a cloverleaf connection going, and a bunch of other, assorted fittings that came to a grand total of §200,000. But it's worth it! Or so I'll tell myself until I'm convinced.
  24. Show us What you're Working On

    And here we have the new port kind-of, sort-of finished. It is, of course, built right where the June gloom hits the hardest, and the entrance channel wound up being a bit too narrow on account of the island pier -- but I think it looks neat and this area combines industrial (top), commercial (casino, island) and residential (to the left). Now I don't know if I should fill in the shallows to the left or leave it as-is.
  25. Show us What you're Working On

    Fair enough. I would've still liked having the option for through traffic, if for no other reason because the port is built in a somewhat cramped area and it's always nice to have more manoeuvring space for rails -- but since I managed to build a line outside of the port proper anyway, it has become a bit of a moot point anyway.
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