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Hi, I will consult with you something. I used the map editor, and there I took my map folder, but I can not see the game may result in
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wait. i have no idea why a slow STEX and non-visable ploppable trains are related? i think the visability has something to do with each person's PC performance. globexco may be right about the amount of actor files in a given scene. i can change the camera configuration files for the game to "try" to render the trains when they are further away from the camera, or hopefully allow more to be visable. also, steff42: that was a great tutorial video. i honestly never thought about doing it that way. I always tried to connect the second track with the first one. there's a glitch in the game where they'll connect (or perhaps that's what is really suppose to happen). thanks again!!
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yeah and a couple of the retail buildings are the wrong lot size; if globexco hasn't fixed the issues, i have the class files for them...although all you need to change is the tag i'm sure.
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Is it working for other people??? I just tested it without any mods, with only unlocker and sandbox, and with all mods. It works for me on all video settings...except the Lowest setting. It may take your computer a few seconds - or longer I guess - to render the actor models. On my computer, it takes about five to ten seconds for each train car to show up. As for now there's no way to fix it. We can make the trains into buildings so they'll show up quicker and be seen farther away, but then they couldn't be seated nicely on the tracks and match up squarely behind one another. Sorry, this was the only fix I could think of. All I can say is it's working for me on all settings with all mods. Try downloading the Advanced Options Mod (I think it's from the French GC) here: CXLmod51Options-Avancees-personnalisees.patch and click Telecharger to download. You can up the settings for furniture and cars, and other things. These settings were something that MC originally put in...but like everything, they left it out. Concerning making merging tracks: you got me. It's hard. I've gotten lucky a few times early on. Now whenever I try to duplicate them while making a tutorial...it never works!! The only advice would be to make one long straight track, then try to add a second track into on a curve and pray for green.
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Originally posted by: GlobexCo Originally posted by: Stef42 The plobbable trains made by kiwispanker, are not working for me. I can see all the empty thumbnails in the busmenu. I've placed a railway, a was able to place a train but the texture did not load. There is nothing appearing. Any thoughts?quote> It can be a graphic problem... thumbnails are empty, but when you place a train, then you should see it... However, they're actor (not models - they're like cars), so don't expect high quality at different zooms.quote> Very true. The trains can't be viewed from a distance. There may be a way around this by tampering with camera.cfg; haven't tried it yet but I'm sure it'll allow you to extend the rendering of smaller models (but you'll need some PC performance for that). I did fix the thumbnails and the buildingnames. You can download the latest patch here: Ploppable Trains If everyone is satisfied then I'll leave this mod alone and go back to what I was doing before. However, if you have any further requests and would like to see this mod developed a bit more - throw out some ideas. Also, the train car descriptions are missing; well I just put the train car's length in the game. But if you want to see a description of what a Hopper Car is, for example, then please feel free to expand on each model's description. Or, if you prefer the trains to be located in another submenu...it can be changed. Or, if you want each train car's attributes to be changed...please let me know what's good...cuz I don't. So far this is what I put for each: Jobs Poor: 1 @ 80% Middle: 1 @80% Production Freight: 100 (which is small) Passenger: 100 (also small) Requirements Fuel: 10 (tiny amount...for each train car) Pollution Noise: 100 meters locally Air: 100 meters locally Cost Building cost: 600 or 0; I thought I put 600 but 0 may register Destruction: probably same as above Monthly cost: 100c (public building under Public Transportation budget) Remember, the above costs and benefits are for each train car. They don't require road access to work...nor must you place adjacent to tracks. Have fun.
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Originally posted by: GlobexCo ... but at the moment nothing can be done. quote> Well I wouldn't say nothing, Before anyone asks...No this isn't Cities XL 2011 and No they aren't movable trains. Thanks to Damastius for the suggestion -- geeze, where would we be without great ideas and requests! - I made up a set of 19 individual train cars that are already in the game (and you'll probably see in CXL'11). How it works: I made a blank lot with a small pole (so you know where to click for info/delete). The trains aren't buildings but rather "furniture". This is unfortunate because buildings load much nicer and are visible at any distance (without mods). However, furniture (or non-buildings) can be manipulated in position and size. As Globexco mentioned, each train car is a different size than the others. With the blank building method, we can easily make a plot of land the exact width of the train. For example, the train engine is 15 meters long, so I just made a blank lot 15 meters wide, rotated the engine, positioned it, and scaled it to the tracks. Some of the passenger cars are more than 25 meters long. What you can do: You can plop the lots adjacent to the railroad tracks (even at a slight curve What you can't do: Drive them or click on them. If you want their pop-up info, you'll need to click on the little flag pole adjacent to the train car. When and where can you download: I'm tired, so not now; sorry. Everything is done I just need to make DDS thumbs and write the info stuff (buildingnames). If anyone out there is a train enthusiast, then please give me some ideas on what to write; or better, tomorrow I'll release a beta so everyone can contribute. What am I talking about, why don't I just do it now and make everyone happy? I haven't tested this with or without certain mods - but I'm certain there'll be no problem. Remember! This is just a beta - there'll be updates when I make the thumbnail images and the buildingname info (which I'm hoping some of you could help with). Download Ploppable Trains Beta What is included, in detail: Train Engine, 15 meters (I also made a Left-hand version to drive on the other side, or to drive backwards - or whatever trains do when you see multiple train engines together) Electric Engine, 19 meters (no Left hand version because it's already pretty symmetrical) Subway-like, Double-decker engine, 12.5 meters (Left hand version included) Bullet train Engine, 18.8 meters (Left hand version included) Passenger Car, Double-decker, older, 26 meters Passenger Car, Double-decker, shorter, 16.25 meters Passenger Car, 20.75 meters Bullet train Passenger Car, 17.5 meters (Left hand version included) Boxcar - long, red, 22 meters Boxcar - short, red, 12 meters Boxcar - short, yellow, 10.2 meters Tank car - white, 13.5 meters Hopper car, 15 meters Caboose - red, 14.75 meters Subway car, 14.25 meters Trolley car, 8.25 meters
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
it can be done. a while ago i was actually trying to make a giant 12 lane road (6 lanes each way, sidewalks double-width). it was 70 units wide (whereas the freeway is only 45). the game kept crashing so there must be a limit. either way, roads can be made for cxl because we're not adding anything, just adding textures and changing their dimensions.- 163 Replies
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- mod request
- cities xl
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[mod] City Road Link Mods (3 mods)
kiwispanker replied to jeremy12's topic in Cities XXL Custom Content Creation
Originally posted by: kusanagi-sama So, we only need to download the version 2 (mod #2) or all three?quote> jeremy12 basically made two mods here: mod #1 = decreases the amount of purple area taken away when a citylink is plopped. mod #3 = decreases the amount of money necessary to make a highway citylink. Mod #2 is just a combination of the two mods. If you want a combination of mod #1 AND mod #3, then you'll have to download only Mod #2. *Downloading both mod #1 and mod #3 will only cause one of them to work. Hope this helps. -
Cities XL has no multicore support?
kiwispanker replied to tjh876's topic in Cities XXL Technical Issues
you don't need to alt-tab out; it takes only a few seconds while the game (splash screen) loads. i just thought less programs the better. if the other affinity tools can save profiles for each game, then that could be good! -
what does your log file say (near the bottom when it crashes)? your Log folder can be found here (on vista/7) : C:\Users\*you*\AppData\Local\Monte Cristo\Cities XL\log you can open the log file with any regular text reader. also, are you on the current version of the game and have downloaded the C++ 2005 (or maybe it's 2008) redistributable from microsoft?
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Cities XL has no multicore support?
kiwispanker replied to tjh876's topic in Cities XXL Technical Issues
Originally posted by: Mootilda There's nothing that you can do to make a single-threaded application run on multiple CPUs at the same time. The only thing that you can do is to set the thread affinity to choose which CPU you want the game to run on. I have a program which I wrote myself which will do this; I'm sure that there are a number of such programs available. The only way to get Cities XL to use all of your CPUs is to convince Focus to hire enough senior programmers who are experienced enough in multi-threaded programming to do it correctly. Then, wait a year or two while they make the required changes. I doubt that Focus will consider it worth the money. quote> No need for a program, use the processes tab in your task manager. I wrote this solution not to long ago in another thread. This time I'll use pictures: Step 1: while CXL game is loading, open task manager, go to the processes tab, right click on the game, and then select Set Affinity. Step 2: dlselect CPU 0 and click OK Step 3: redo step 1 and set the affinity for the game; this time select or individually select all cores. Click OK. You will now see that although my Core1 dropped from 100% to about 6%. The other cores picked up the slack. The overall (average) CPU Usage dropped from the 30-40% to 20-30%. Sadly, you will have to complete these steps each time you open the game. Once you understand the steps, it can be accomplished with ease while the game is loading (with the CXL rio map splash screen). Hope this helps. -
Can't connect to game server
kiwispanker replied to norris197's topic in Cities XXL Technical Issues
what is your current game version? it will be located on the launcer where you input your login name. you should be using the Cities_XL.exe for the launcher. did you try the Patch 1.0.1.457-B3 (314 mb) link given on the first post? it's an executable file - not a zip; maybe that'll work. it also updates FROM version 1.0.3.297. -
Sorry I haven't been working on CXL much lately, I've been away from home for some time; but I should get back into it soon when I get back to my computer! Originally posted by: mr-tom Kiwi. Like the look of the car parks. Sorry if I missed it, but what do they actually do?quote> No problem. They are really only eye candy that give your city a few jobs, some environment (greenery), and subtracts air pollution -- because they are taking smoggy cars off the roads. They're not as in-depth as SC4 though, i.e., the building doesn't regulate how many cars can go in/out per hour. Originally posted by: GlobexCo That wooden walkaways can be of course built only on the ground quote> Yeah those wooden walkways are a pain. If you change the ground type to water it will be fine, but then you can't put it on the land!! I spent days trying to connect the waterway with a wharf/road but had no luck. I can't find in the code where MC defines these ground type restrictions. This is of course needed to make the sea_city_links have city hall accessability. Very frustrating.
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Originally posted by: mr-tom Originally posted by: wyllman It may be a silly question, but Does anyone know if the purchase of cities xl 2011 by focus includes the Oldest Cities XL?quote> If you mean, "did focus also buy the original cxl" then yes, it's our understanding that they did. They're certainly still punting it on steam and taking people's money (although not offering support...) quote> i doubt Focus will ever offer support for CXL. rather, they'll just say if you want support, you'll have to upgrade (for a price) to the game that we made: CXL 2011. i can see it coming.
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mod_wyllman_globalmod.patch (v0.3.0)
kiwispanker replied to wyllman's topic in Cities XXL Custom Content Creation
i never liked using the camera mod because of MC's super sensitive mouse problem, and i'm sure that's why a lot of people were put off from such a great mod; however, with permission of the authors of course, you could update the mod (camera.cfg, i think) to control the speed of the mouse yaw and pitch. i believe i set mine to 1.0 (instead of MC's stupidly configured 2.0); even slightly less numbers would do. if people would like a mod just to control speed, not for adding cameras i could supply that mod as well...but it probably won't work with the camera mod (unless we can seperate them somehow) good luck.
