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Advanced Lot Plop - new GUIs with DLLs
JoelMk2 replied to CasperVg's topic in SC4 Modding - Open Discussion
Hi - I recently started using the PlopnPaint DLL mod. So great - revoltionary really. I am having trouble with the cache though. The installer / cache builder seems to correctly load and cache everything in my plugins folder in the game install directory (in the C:\Program Files (x86)\GOG Galaxy\Games\SimCity 4 Deluxe Edition folder), but not everything in the plugins in my documents folder. Most things seem to be missing. The directory is correct and I can see that a few props from the [...]Documents\Plugins folder did get cached... Are there any obvious things that I might be missing that could be stopping all the other props and lots from being captured by the tool? -
Planes by Joel - BAT thread and other stuff
JoelMk2 replied to JoelMk2's topic in SC4 BAT & Lot Workshop
Hi team. It's been a while but I finally finished off a new pack of planes including several of those requested over the last months/years, such as some Japanese airlines, Canadian Q400s regional turboprop planes, plus a few new regional jets and a 767. I'm not sure how much more I will manage to complete though I am hoping to upload a prop pack of cargo planes soon (unlikely I will make the LOTs for them). Work has got me very busy - I do project based work and I'm currently working on the opening of a major transit project (which is more complex in real life than in SimCity...) it is interesting work but it keeps me quite occupied! -
Version 1.0.0
139 Downloads
After a bit of a pause, I have even moreplanes, building upon the earlier upload to add even more new planes to your airport menu list. Details below and updated catalogue of all models and liveries in my BAT thread. What's included here: Three new aircraft models: Bombardier Q400 / Q300 (a.k.a the De Havilland Canada Dash-8) - a turboprop commuter/regional airliner seating 50-80 Boeing 767 - a classic mid-size airliner first launched in the 1980s but still flying today Embraer ERJ-145 / 135 - a small regional jet And additional liveries, including responding to some requests, and to add to Pack 1 and Pack 2 Each one is lotted on a jetway lot. The widebody jets are on lots designed to fit in with the original AC Team Boeing 747 gates, while the narrowbody jets fit in with original Airbus A320 and Boeing 737 gates. There are also a few planes on 'remote' gates - using air-stairs or ramps rather than a jetway. These will link nicely to passenger walkways from the 'RMIP' sets. These are primarily for visually simulating an airport - but the planes do return some revenue to your city (in line with other modular plane lots released in the past - simulating fees paid by airlines). The ATR-72, A320neo, A330neo and 777 have been developed as updates starting with models I recovered in old files from when I was part of the SimCity Aviation Group (SCAG). All other models I have created new. Dependencies: Next Gen Planes Pack 2 - specifically the files contained under "_Common Files (do not delete)". Next Gen Planes Pack 1 - specifically the files contained under "_Common Files (do not delete)". These can be found in the Vol 1 download. SC4 Legacy - Airport Common Dependency Pack - specifically the AC Mega Textures and AC Mega Props packs. If you are already using modular airport lots you probably have this. Note on installation: The contents are structured into folders under JoelMk2/Next Gen Planes/[Aircraft Model]/[Airline Name]. If you have downloaded pack 1 you can unpack this folder to the same location, and it will merge with the existing file structure. For any planes/liveries you don't want to use you can remove either the .sc4lot file in this folder, or the entire folder (this will remove the lot and the aircraft props). You can do this if you want to reduce your plugins folder size and your Airports menu length. -
Planes by Joel - BAT thread and other stuff
JoelMk2 replied to JoelMk2's topic in SC4 BAT & Lot Workshop
Hi! Sorry for the delay in replying. I’m you enjoyed seeing these new bits and pieces. I am close to finishing a small project with some previous requests from this thread. It has taken me a while as I have been busy with a new job and moving cities this year. After I finish that project I am happy to consider these requests - they sound interesting! Feel free to send more specifics. -
I love GLR either way but these options would take it to a new level!
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Working on rural areas, and experimentimenting with applying the More Building Styles DLL to agricultural areas. I wanted to create large, sprawling grass-fed cattle farms (beef? dairy?) and farmed forests for building materials and paper production - and give control to other agricultural and horticultural areas. For this area I used pastures with textures by Vortext, farm props from Pegasus and SPAM, and some other bits and pieces. All the forests and farm fields shown are grown I-R (the fence borders are plopped) including the cows. I got the cows and trees to appear with some 'organic' randomness by creating custom prop exemplars with random chance property in play.
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Okay, I understand and sorry you are feeling that way. I’ll wait / keep working on my idea and be prepared to rework to change the IDs later.
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Hi, I am not sure if range allocations are still being made given the discussions in the community styles thread, but I would like to request a range for a farm styles mod. If suitable, could I have the range 0x0000207# - currently unallocated as the public one? User: JoelMk2 Style Type: Public IID and Private IID Numbers of Styles: 16 Public IID and 16 Private IID
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Allow More Building Styles - DLL Plugin
JoelMk2 replied to Null 45's topic in SC4 Modding - Open Discussion
At this stage you have to have a degree of modding skill - in particular to update the custom buildings you’ve downloaded to be assigned to your custom building styles. In other threads there is discussion about community building styles (a shared approach to a number of new styles) and I suspect downloads will become available in future to add buildings to the new styles without needing to do your own modding. It just hasn’t got to that stage yet. -
Allow More Building Styles - DLL Plugin
JoelMk2 replied to Null 45's topic in SC4 Modding - Open Discussion
Initial tests suggest... it works! Thanks @Null 45. Amazing stuff. -
Allow More Building Styles - DLL Plugin
JoelMk2 replied to Null 45's topic in SC4 Modding - Open Discussion
I will be slightly sad if this proves to be the case, but still excited about other uses of the DLL. I’m not sure what else I can change to further test. Interested to hear if anyone else has tried making I-R building styles. Thanks again. -
Allow More Building Styles - DLL Plugin
JoelMk2 replied to Null 45's topic in SC4 Modding - Open Discussion
Thank you again for engaging with me about this, and for the suggestion. I have tried this to see what patterns I can observe, and noticed a few things. I haven't found anything that could help me fix it yet. The below sections contain excerpts (not the full log) because if I leave the game running for any length of time, many many more lines are generated. In all circumstances, these lines repeat a lot (the numbers vary, though 27 appears often). 27 seems to correlate to positive/successful result in this log, perhaps. When the farms are not growing it returns a "BuildFarm returned 0" message which repeats. I assume 0 means negative/failed result. When the farms do grow (e.g. if I remove the Building Style property from my custom building), it returns "BuildFarm returned 27" When other lots (e.g. Commercial) grow the return is slightly different as the return is just "Build" not "BuildFarm". In the case below I grew a single commercial building on a 1x2 tile. -
Allow More Building Styles - DLL Plugin
JoelMk2 replied to Null 45's topic in SC4 Modding - Open Discussion
I took my two lots and added them just to a single custom building style (0x2860), then used the options to log the outcomes. This is still with no other I-R plugins, and Maxis I-R blocked. Upon opening the new city before selecting any custom styles (near the top of the log file): 0x14d88851 (I-r1_1x2_FOR_D_Shed) doesn't have any supported building styles. [...] 0x3a892a43 (IR$1_1x1_SFBT_Weinberg_Huette) doesn't have any supported building styles. I think this looks good(?) as this is the expected message at this point? I assume this means doesn't have any supported building styles [active at the time of logging that line]. Upon selecting my custom style (temporary ID 0x2860) and using the debug cheat: 1 active styles: 0x00002860 [...] 0x14d88851 (I-r1_1x2_FOR_D_Shed) supports building style 0x2860. [...] 0x3a892a43 (IR$1_1x1_SFBT_Weinberg_Huette) supports building style 0x2860. In theory this looks good too, as they now appear supported by the active building style. However still no growth, despite having demand, power, road connection etc. I'm not sure where I am going wrong. Has anyone else here developed custom I-R styles and hit any hurdles? -
Allow More Building Styles - DLL Plugin
JoelMk2 replied to Null 45's topic in SC4 Modding - Open Discussion
Thank you for the fast reply - however, I don't think that is the problem. I only created one I-R growable lot per style (so two in total at this stage of testing), and I can grow them easily (filling several I-R zoned blocks, all zoned areas) by either: Removing the Building Style property from the building exemplar, or Removing the DLL from the plugins folder I've used the same test tile throughout which has high demand for I-R. I guess it is partly working, as I do want it to block development when the relevant style is not selected. It's just that I can't seem to get it unblocked by selecting a relevant style. FWIW they didn't grow when I selected all the checkboxes and 'Build All Styles at Once' either. I will look again tomorrow and see if I've made any mistakes that I'm not noticing now. -
Allow More Building Styles - DLL Plugin
JoelMk2 replied to Null 45's topic in SC4 Modding - Open Discussion
Hey all, I started experimenting with this DLL, and have a question. Can you assign building styles to I-R buildings? I hope to set up a mod that allows me to control farm styles - e.g. to specifically grow vineyards in a selected area to create a 'wine region'. I made a start, but so far I haven't had much success. This is what I did: Started with an empty plugins folder, installed DLL and CoriBoom UI Created/edited a limited test set of I-R buildings and lots (anchor I-R growables, and their farm field lots) in two categories (pine forests, and grape vines) Added the Building Styles property to my I-R building exemplars with a unique ID for each of my two categories* Edited the UI INI so that my category names would show up Added a 'Block All Maxis I-R' mod to the plugin folder (so my new lots are the only ones available to grow) Went into the game, everything looked as expected in the UI, so I zoned some I-R areas. However, no farms grew at all, and my yellow I-R zones were empty. I did some troubleshooting: Used the 'ActiveStyle' cheat, the dialogue box showed the ID of the desired style. Removed the DLL to test my lots. They grew normally, both categories growing at the same time. Reinstalled the DLL, and also reinstalled some other I-R lots (not modded with new Building Styles at all), these grew as expected, my new lots did not grow with them. It's quite possible I have done something wrong - but wanted to check in case maybe it's not compatible with I-R at this stage? *I confess I used IDs in a range not assigned to me, only for me to experiment and learn, I would request an ID range properly before going further!
