Jump to content
  •   Announcement

  •    Alternatively see here for an enhanced Google site search, which you may find provides more accurate search results. (More Info)

Search the Community

Showing results for tags 'programming'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Simtropolis Department of Public Works
    • Simtropolis Recovery Project
    • The Planning Commission
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • Mapping Community Room
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • Cities: Skylines & CS2
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
  • Challenges Forum
    • SC4 Challenges - Info and Discussion
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • Simtropolis Italia's Discussioni
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders Website's Club Topics
  • SimCity Polska Organization's Topics
  • Simtropolis em português's Topics
  • Simtropolis em português's Fórum
  • My Little Pony Club's Topics
  • SimCity 2000 Resource Club's Topics
  • Simtropolis中文's Topics
  • Simtropolis en français's Topics
  • NewCity's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Topics
  • Southeast Asian Mayors's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Request Maps
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Social and Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Mapping
  • SimCity 3000 Resource Club's Information
  • The Great British Simtropolis Club's Topics
  • Roller Coaster Park Builders's Topics
  • Banished's Topics
  • Banished's Modding
  • Banished's Questions
  • Banished's Stories
  • Android City Builders & Other Games's Topics
  • City-Builders Website's Banished Toolkit
  • City-Builders Website's Banished Villages
  • City-Builders Website's Banished Achievements
  • Spooky Souls Building's Topics
  • TheoTown's Topics
  • Found Custom Contents's Topics
  • Cities in Motion's Topics
  • SimCity 3000 Resource Club's SC3000 Ordinances
  • SimCity Societies + Destinations's Topics

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews

Categories

  • News
  • News
  • News

Categories

  • SimCity 4 Files
    • Residential
    • Commercial
    • Industrial
    • Agricultural
    • Building Sets
    • Civic & Non-RCI
    • Utilities
    • Parks & Plazas
    • Waterfront
    • Transportation
    • Automata
    • Gameplay Mods
    • Graphical Mods
    • DLL Mods
    • Cheats
    • Tools
    • Maps
    • Ready Made Regions
    • Dependencies
    • 3ds Models
    • Obsolete & Legacy
    • Reference & Info
  • SimPeg (PLEX) Files
    • PLEX Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityBrasil Files
  • SimCityPolska Files
  • WorkingMan Productions (WMP)
  • Cities: Skylines II Mods
  • Cities: Skylines Buildings
    • CSL Maps
    • CSL Roads & Traffic
    • CSL Vehicle Assets
    • CSL Game Mods
    • CSL Props
    • CSL Programs & Tools
  • SimCity (2013) Buildings
    • SC13 Game Mods
    • SC13 Roads & Traffic
    • SC13 Vehicles
    • SC13 Programs & Tools
    • SC13 User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • SC3K Cities & Maps
  • CitiesXL Buildings
    • CXL Mods & Tools
    • CXL Maps
    • CXL Textures & Props
    • CXL Lots
    • CXL 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • Simtropolis Italia's Archivio
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders Website's CB Files
  • SimCity Polska Organization's Files
  • Simtropolis em português's Descargas
  • My Little Pony Club's Files
  • SimCity 2000 Resource Club's SCURK Tilesets
  • SimCity 2000 Resource Club's CITY Files
  • SimCity 2000 Resource Club's Multi Object Tilesets
  • SimCity 2000 Resource Club's Single Object Tilesets
  • Simtropolis中文's Files
  • Simtropolis en français's Files
  • NewCity's Files
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Files
  • Southeast Asian Mayors's Files
  • SimCity 3000 Resource Club's SimCity 3000 Starter Towns
  • SimCity 3000 Resource Club's SimCity 3000 Cities
  • SimCity 3000 Resource Club's SimCity 3000 Terrains
  • The Great British Simtropolis Club's Files
  • Roller Coaster Park Builders's Files
  • Banished's Banished Mods
  • Banished's Kid's Mods
  • Android City Builders & Other Games's Files
  • City-Builders Website's Banished Save Games
  • Banished's Modding Files
  • SimCity 2000 Resource Club's MAC Files
  • Spooky Souls Building's Files
  • TheoTown's Files
  • Found Custom Contents's Chinese Sites
  • Found Custom Contents's European Sites
  • Found Custom Contents's Japanese Sites
  • Found Custom Contents's North America Sites
  • Found Custom Contents's Asia-Pacific Sites
  • Cities in Motion's CiM Maps
  • Cities in Motion's CiM Mods
  • SimCity Societies + Destinations's Files

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • Simtropolis Italia's Eventi
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • SimCity Polska Organization's Events
  • My Little Pony Club's Events
  • Simtropolis中文's Events
  • Simtropolis en français's Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Events
  • Southeast Asian Mayors's Events
  • The Great British Simtropolis Club's Events
  • Roller Coaster Park Builders's Events
  • Android City Builders & Other Games's Events
  • Spooky Souls Building's Events
  • TheoTown's Events
  • Cities in Motion's Events

City-building game(s)

Found 8 results

  1. Some fun with Lua scripting inside Reader 1.5.4 As some of you know @BartonThinks and @Raymond7cn did some poking into using Lua coding to automate some tasks in Reader 1.5.4. Raymond beeped me into the topic where I wrote a couple of lines of code to tweak what he created. The result is something which saved BT from several hours of manually modifying a few hundred exemplar names for his project. Once I understood the possibilities, I was off and running with some code of my own by creating a Lua script which outputs all of the Properties lines and values of every Cohort and Exemplar in any given SC4 data file (that includes .dat, .sc4lot, .sc4desc, and any other file Reader can display). The output is a text file and is formatted into columns just like you see in Reader (with the exception that I re-arranged the columns so the two most important (IMO) are together on the right side. I've already had a viable use for this inasmuch as @Sunrader needed a Raiser Lot set to a non-standard height for modifying SC4 terrain for later importing into The Sims 2 game. While chatting with @Cyclone Boom, he was sure it was set somewhere in the LotConfigurations Exemplar. So, I loaded up the 7.5m, the 8m, and the 10m Raiser Lots included in NAM and created text reports of each. Then with the help of WinMerge, I quickly found which data rep of which property was the likely controller for the height amount. While I did simply view the output on my screen, CB made some images comparing the differences. Here's what those look like: The 7.5 meter Raiser Lot: The 8 meter Raiser Lot: The 10 meter Raiser Lot: So, I was able to deduce that it was indeed the 5th rep of property 0x88edc900 (LotConfigPropertyLotObject) which needed tweaked. I changed that to 0x0007C000 and it worked as expected. What I'd noticed was the hex thousands position has value 8 for the 7.5 meter raiser. Said 8 being exactly half of 16 made it likely that was the fraction of a meter while the more significant digit to the left of it was the number of whole meters. 75% of 16 is 12 and that's how I decided to try C in that position. I was pleasantly surprised it did actually work. (Tested in the game using the TerrainQuery option.) Now, this topic isn't about that specific tweak at all. I wrote the above to showcase one of the potentially many possibilities for having the SC4 information in a pure text form. Cori's new Lua code as a pretty picture: Here's a pretty picture CB made of my new code so you can see the colors Notepad++ uses to aid programming: ^ I've attached this code in text form at the bottom of this post in case any of y'all want to take it for a test drive. Applying the 4 GB Patch to Reader.exe Before we get started running Lua code in Reader 1.5.4, it's a good idea to apply the 4 GB Patch to it. (While this might not be needed, it won't hurt anything and has the possibility to help.) Rather than run the 4gb_patch.exe with administrator rights, I copied the file to be patched to its own folder, applied the patch there, and then copied the modified file back into its home in Program Files (x86). Here's the steps I followed: Locate the Reader.exe file: ^ Note the last modified date is 2 October, 2015. (Not important to know, but I'll reference the date again in a wee little while.) Copy Reader.exe to a new folder that does not require admin rights to edit files and also copy the 4gb_patch.exe file in as well: ^ You could make the new folder in your Documents folder if you feel more comfy doing it there. Double-click the 4gb_patch.exe file and it'll pop up a file selection dialog window. Select the Reader.exe that's in the new folder and click Open: After it instantly does its magic, you'll see the confirmation: Next, copy the updated Reader.exe and paste it back into its original location. Windoze will notice there is already a file there with that name and give you some choices for what you want to do. Click the Copy and Replace option: Since Windoze is really fussy about the Program Files folders, it's going to require a signed affidavit from God and his mother to allow this confirmation from you. Click continue: And here you can see it has an updated modified date: While we are chatting about the 4 GB Patch, this is the very same little program that is used to fix SimCity 4.exe to work with the new NAM 37 mod. There's a real nice explanation for that in the context of the game. That particular post is for the Steam version, but just as above and in that linky it's the same general steps. Personalizing the Code before running it the First time. There is one thing you MUST do before using my Lua code for the first time and that is to personalize it for your comp by telling it where you want the output text file to be created. Here's that part of the code, zoomed up: ^ That needs to be a valid path to a folder on your comp some place. The part to change is between the opening [[ and the closing ]]. You'll find this on line 59 of the code. Save the file after editing this. Note: There is no need for a trailing backslash for the path. My code will slip that in between the path and the file name. Also, Lua actually uses forward slashes, but I've written the code so you can use the standard Windoze format and I flip them before creating the output file. You can also, but don't need to, change the next line for the text output file name: ^ If editing this, it is the same as above inasmuch as you edit the part between the opening [[ and the closing ]]. While not imperative, it's good to give the file name a .txt extension as shown. The next line can be left alone, but it's there if you have a techy reason to need all data returned as pure Hex instead of the more human readable XML lookup text Reader does by default (for properties and values it has names for). That's this line: ^ My notes in the attached source code file fully explain this. The options are 0 or 1. Basically the 1 option is for later code modification where I'll need to know the exact hex value for pattern matching and alteration. (More specifically, that's what I'll be using to check for certain OccupantGroups for use with our upcoming Expanded Tilesets mod.) Ofc, save the file after you've finished editing it. Running the Lua Script in Reader 1.5.4 To give my new code a workout, let's have it analyze the SimCity_1.dat file. ( No need to think small when putting it thru its paces. ) Run Reader 1.5.4 and open a file which has either cohorts or exemplars (or both) in it. In Windoze 10, Barton said Reader needs set to Win 8 compatibility mode. (I'm running in Win 7 and didn't have to jump thru any extra hoops.) Within Reader, I have to click something in the left-hand pane before it will enable the script option in the ribbon bar: After clicking the script button to get the code area, I expand that white box where the code will go: ^ This step is not required. Then copy the code from your text editor and paste it in the code section. Next, click the itty-bitty black triangle play button thinger to run the script: And then as it runs, you can watch the gray display box under the code. For all normal files, it'll run so quick you won't see them as separate messages, but here's the progression when doing a huge file: And now go open the output file in your fav ASCII Text Editor program. Remember word (or line) wrap will make it look goofy as hell, so be sure to turn that option off. Conclusion This is some exciting new territory here. While the above is simply to display the data in a useful manner, the possibilities for repetitive tasks being automated could be a significant time saver for many peeps. Let me know if the above code works for you. Without feedback, I'd likely assume I'm off in left field barking up an empty tree. Special thanks to @Cyclone Boom for his continued help testing, proofreading, making images, and presentation advice. Without his dedicated help, this topic would be rather ho-hum looking. Also, thanks to @Raymond7cn for prodding me by creating the first script in Barton's thread. Attachments Even if you never plan to use the Lua Code, you might find the text output is a handy reference. Here are both versions: SC_1.dat - Cohorts and Exemplar Properties - Cori's Lua Output - XML.txt.zip (2.67 MB) SC_1.dat - Cohorts and Exemplar Properties - Cori's Lua Output - Hex.txt.zip (2.65 MB) Additionally, I've tidied up the ilive_script.txt file (found in the installation directory of Reader 1.5.4): ilive_script-vCori.txt (19.4 kB) And, ofc, my Lua Code: Cori's Cohort and Exemplar Properties Script v1.00.lua (24 kB)
  2. Dear Simtropolis people, anybody know how to make my LUA below works? Or anything wrong with it? It just seem never work, all files are inside the lot and only this script I think never work, thanks in advance. --#-package:c65081a0# -- package signature ----------------created by BobHPB------------------- ------------------------------------------------------ ----------------- Reward - My City Hall ------ ------------------------------------------------------ dofile("_adv_sys.lua") dofile("_adv_advice.lua") dofile("adv_game_data.lua") dofile("adv_fluffnews.lua") BobHPB_MyCityHall_ID = hex2dec("8c4a805b") -- R$$$ Population. a = create_reward_cityplanning('8c4a805b') a.type = advice_types.ENVIRONMENT function a.condition() if (game.g_city_r3_population > 250) then return reward_state.AVAILABLE else return [[text@8fd3874e]] end end a.timeout = 100 a.title = [[text@b95ab9f4]] a.message = [[text@be09e152]] a.priority = tuning_constants.ADVICE_PRIORITY_URGENT a.mood = advice_moods.GREAT_JOB a.persist = 1 a.once = 1 Appreciate for any helps. BobHPB
  3. I am in the middle in creating a break through lot and very unique but temporary stuck in making GUID bcoz i need the information of city population to read in my coding, i know there is a command game.g_city_r_population but this one is not real time and automatically updated. So i make some coding to get an update about city population. So anyone know what is the hex address of this population info? Thanks in advance.
  4. Question, if I wanted to mod, what software would I need in order to edit the SimCity files? I do have photoShop and I have been a 3D artist since 1999 so this end is covered, need to know software files used to make the mods work in SimCity. I am sure there is a learning curve and I am willing to do it, at least for as long a this virus quarantine for the ENTIRE planet is in effect. Any help would be a huge thanks... R.C.
  5. Hi, I tried to read this but I must say I am still unable to fully understand what exactly and how it does. Could someone please explain in descriptive way how this variable definition works? float num = (distanceMultiplier == 0f) ? 0f : (0.01f / distanceMultiplier); I know it defines a float variable num and it is somehow dependent on the value of distanceMulitiplier abut I am (so far) not able to resolve this definition. Also if anyone can explain what "distanceMultiplier" is used for in Cities Skylines code this would make it more easy for me. Cris.
  6. Just curious. Have you yourself ever thought of building a game like SC4 or a city builder game
  7. I'm sure this has been discussed before (I looked), but why is trying to make an open-source reinterpretation of SimCity 4 not a thing? I know that there are some trying to make their own open source games (Citybound, or KotCity, a thread from this year that died for reasons unknown) but in many cases are trying to reinvent the wheel. SimCity 4 as we know it is a buggy (despite some improvements, even fan-made patches don't cure all) game that is dated (single-core, etc.), and new 3D games (like Cities: Skylines) often make the simulation take a back seat to 3D (which also slows the game down), and Cities: Skylines is any indication, it's still not possible to create that perfect 3D recreation of your city and drive around in it (and/or have it be a functional city sim). An open-source SimCity 4 would be an ideal solution in many aspects because while other games are focused on building a new code base or even new buildings, open source SimCity 4 (which will be referred to as "OSSC4" for the remainder of this document) will take advantage of original .dat files both Maxis-made and fan-made. The first iteration of OSSC4 would be trying to recreate (most of) the game as a SC4D clone, but with things like improved hardware (or native support for Mac and Linux), fixes and improvements for bugs, new resolutions, and other features. Once that is taken care of, OSSC4 can start going to new horizons. The NAM will be fully integrated into the system (no more wading through huge menus), there can be new user interfaces, vastly expanded maps, new behaviors including some scrapped from the original title, like upgradeable buildings, decaying abandoned buildings, new networks, water levels that change, etc. I'm sure that you've heard the recent take-down of OpenSC2K, a similar project that was supposed to do the same for SimCity 2000 (though it really didn't do much beyond a map viewer), but the problem was that unlike OpenRCT2 or OpenTTD, it used SimCity 2000 assets, which are still owned by EA. This would be, like the other projects, just using the original SimCity 4 assets to OSSC4. Unfortunately, I can't program, but I can't fathom why there hasn't been some sort of semi-serious attempt at something like this...
  8. So, I decided to re-create the extracheats dll, because I concluded that I need some custom DLL to finish my mods. It will take a while, LOTS are missing, despite the partial source from buggi, and from Paul Pedriana, the cheats dll rely on lots of stuff that was never released (so far... I am nagging EA, lets see what I can convince them to lend me). I noticed some stuff that you might think it is interesting: 1) Indeed, cheats.dll was compiled from a Maxis-owned computer, or at least it looks like that. 2) Buggi partial source, was carefully edited to remove some proprietary stuff from EA, this is why noone has been able to do anything with it. This made me suspect that indeed, Buggi was a Maxis employee hiding among us. Also, no matter how much we pester him (if we find him, since he is seemly gone), he can't help rebuild the dll, at this point unless he was moved to the The Sims team, he is probably fired from Maxis (EA fired everyone in early 2015, the date also coincide with Buggi last forum visit, but that might be just coincidence), so he can't access the source anymore. Also the reason EA never released the "DLL SDK" as many people wanted, is because the DLL SDK is the whole Rizzo-Gonzo framework, used to make all Maxis games since 1996, it is probably not possible at all create some DLL SDK that don't reference anything from Rizzo-Gonzo.
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections