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Simtropolis Returns! 05/26/2026
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Showing results for tags 'simcity 4'.
Found 3,069 results
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now sc4pac is telling me that channel is not available when the page that the link takes you to is up and running just fine. help....
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Version 1.0.0
31 Downloads
C&C General Farm Vehicles Description: This mod brings classic agricultural machinery into SimCity 4! The models are sourced from the iconic real-time strategy game, Command & Conquer: Generals. This pack features eight different farm vehicles that will automatically spawn and drive around your Agricultural Industrial (I-R / I$) zones. Features: No Conflicts: These custom vehicles coexist perfectly with the game's default traffic and will not replace or conflict with vanilla industrial vehicles. Prop Pack Included: The mod includes individual Props of these vehicles, allowing you to manually place them to decorate your farms using the Lot Editor or custom lots. "Special thanks to the advanced AI of the future for helping me translate this 13-year-old document!" -
Sharing the petition for EA to release SC4 source code
2MuchRandom posted a topic in SimCity 4 General Discussion
https://www.change.org/p/urge-ea-to-release-SimCity-4-source-code Here I share the petition to request that EA releases the source code to SimCity 4, in an attempt to unlock the capabilities of the community. -
Version 1.0.0
42 Downloads
New Walking Sims - Additional Pedestrian Variety Description: In the vanilla game, most pedestrians share the same standard walking animation, which can feel a bit unrealistic. To add more variety and life to your city streets, this mod introduces custom walking animations derived from the "My Sim" characters you invite to reside in your city. The mod is divided into 13 individual files, numbered according to different walking styles. You can pick and choose which animations to add to your Plugins folder based on your preference. Important Notes: Compatibility: This mod coexists with the vanilla pedestrian walking animations and does NOT replace them. Spawn Rate: Adding too many styles at once will lower the appearance rate of the original vanilla pedestrians, which might look a bit unnatural. It is highly recommended to only select a few styles rather than installing all of them at once. Fun Feature: With this mod installed, you might even see Sims riding bicycles across park lawns! Bug Fix Included: This mod also fixes a vanilla visual bug where the direction of the Sims' bicycles was inverted/incorrect. Special thanks to my friend LRD for helping fix the bicycle orientation bug! "Special thanks to the advanced AI of the future for helping me translate this 13-year-old document!" -
Version v0.1.0
105 Downloads
SC4 Terrain Extensions is a DLL plugin for SimCity 4 that adds in-game terrain editing and visualization tools. It lets you flatten terrain, create constant-grade paths, build bridge approaches, preview terrain changes, save and restore terrain snapshots (experimental), and display contour and slope overlays while working in a city. The plugin is aimed at players who do detailed terrain prep for roads, rails, bridges, canals, waterfronts, slopes, sunken networks, and city-detailing scenes. It is especially useful for diagonal work: the flatten tool includes a line-mask mode for diagonal cuts and ramps, while the constant-grade tool can create straight sloped paths between two dragged points. The GitHub release v0.1.0 with SHA256 checksums is available at: https://github.com/caspervg/sc4-terrain-extensions/releases/tag/v0.1.0 Main features In-game terrain menu buttons for Flatten, Constant Grade, and Bridge Approach tools Interactive drag-based terrain editing with live previews Diagonal and fractional flattening using line-mask mode Constant-grade paths for smooth ramps, roads, rails, canals, and terrain cuts Rectangle flattening for more precise terrain leveling Flatten modes for reference average, delta, explicit height, selected-area average, minimum, and maximum Bridge Approach tool for grading one or both ends of a bridge span, with adjustable bridge height, maximum grade, approach side, and approach width Terrain snapshot panel opened with the terrainsnap cheat (experimental). Allows to save, preview, restore, delete, and region-restore terrain snapshots Contour overlay with configurable interval, opacity, thickness, and major-line behavior Slope heatmap overlay with configurable slope mode, opacity, minimum grade, and color thresholds Dependency SC4 Terrain Extensions requires SC4RenderServices v0.6.2 or newer, which can be found at the GitHub link or from the STEX: Usage instructions Open a city and use the new terrain menu buttons. The instructions below might seem daunting at first but once you get used to it it becomes a blast to be able to detail terrain so accurately! Flatten Constant Grade Bridge Approach Flatten tool: Drag a rectangle to flatten an area. Press D to toggle between rectangle mode and diagonal/fractional angle mode. Press Tab or Shift+Tab to cycle height modes. In reference mode, press H to pick or repick the source tile. Use Alt+Scroll to adjust explicit height or delta height. Use Shift+Scroll to adjust line-mask thickness. Release the mouse to apply the preview. Press Esc to cancel. Constant Grade tool: Drag from the start tile to the end tile to create a straight sloped path. Drag sideways to widen the affected path. Use Alt+Scroll to adjust the target grade from downhill to uphill. Use Ctrl+Scroll to toggle side smoothing. Release the mouse to apply the grade. Press Esc to cancel. Bridge Approach tool: Drag along the bridge direction to set the bridge span. Drag sideways to set the approach width. Use Alt+Scroll to adjust bridge height. Use Shift+Scroll to adjust maximum grade. Use Ctrl+Scroll to cycle approach side: both, start, end, or none. Release the mouse to place the approaches. Press Esc to cancel. Cheat commands are also available: earthbender bridgebuilder terrainsnap (experimental) contour slope (experimental) Project page: https://github.com/caspervg/sc4-terrain-extensions System Requirements SimCity 4 version 1.1.641.x Windows 10 or later SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 DirectX/hardware rendering mode recommended for overlay previews, contours, and slope heatmaps Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Terrain Extensions installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Let the installer verify the SC4RenderServices dependency. Start SimCity 4 and load a city. Open the Terrain menu and use the new terrain tools. The installer places SC4TerrainExtensions.dll and SC4TerrainExtensions.dat in your Plugins folder. It also installs README.txt and the uninstaller under Documents\SimCity 4\SC4TerrainExtensions. -
Version v0.2.0
42 Downloads
SC4 Season Jumper is a DLL plugin for SimCity 4 that fast-forwards the city simulation to the start of a target season, then pauses the city automatically. It is designed for seasonal-flora workflows, consistent region-view screenshots, and other date-sensitive city-building tasks where you want the simulator to advance normally instead of forcing the date with the SC4ExtraCheatsDLL SimDate cheat (which can introduce bugs in the city statistics). The plugin is mainly aimed at players who use seasonal flora, seasonal props, detailed MMP scenes, or region-view presentation workflows. By letting the game run at its fastest speed until the target date, SC4 Season Jumper avoids the historical-stat issues that can happen when the date is changed directly. It also includes an enabled-by-default fix for a vanilla SimCity 4 bug where seasonal props created during their active season can stay invisible until the next time their start date comes around. The GitHub release v0.2.0 is available at: https://github.com/caspervg/sc4-season-jumper/releases/tag/v0.2.0 Project page: https://github.com/caspervg/sc4-season-jumper Main features Ctrl+F9 hotkey for jumping to the next useful seasonal date From January through August, Ctrl+F9 jumps to September 1 From September through December, Ctrl+F9 jumps to June 1 of the next year Automatically pauses the city when the target date is reached Press Ctrl+F9 again while a jump is running to cancel and pause immediately Cheat commands for jumping to specific seasons Fixes the seasonal prop visibility bug: covers painted props (from SC4Plop-and-Paint), plopped or grown lot props, and 3D prop previews Dependency No dependencies. System Requirements SimCity 4 version 1.1.641.x Windows version of SimCity 4 Microsoft Visual C++ 2015-2022 Redistributable x86 Installation Close SimCity 4. Copy the included files into your SimCity 4 Plugins root folder: SC4SeasonJumper.dll SC4SeasonJumper.ini SC4SeasonJumper.dat Start SimCity 4 and load a city. Press Ctrl+F9 to start a seasonal jump. Usage instructions Ctrl+F9: jump to the next fall start if the current date is January through August, or to the next summer start if the current date is September through December. Ctrl+F9 while jumping: cancel the jump and pause immediately. Cheat codes are available through the normal cheat dialog: jumpseason: same behavior as Ctrl+F9 jumpspring: jump to the next March 1 jumpsummer: jump to the next June 1 jumpfall: jump to the next September 1 jumpwinter: jump to the next December 1 Configuration The plugin reads settings from SC4SeasonJumper.ini in your Plugins folder. [SC4SeasonJumper] LogLevel=info LogToFile=true ; Fix the vanilla bug where seasonal props placed mid-season stay invisible ; until the next time their start date comes around (set to false to disable). FixSeasonalPropVisibility=true Most players can leave the defaults unchanged. Set FixSeasonalPropVisibility=false only if you specifically want to disable the seasonal prop visibility patch. 3rd party code gzcom-dll - GNU LGPL v2.1 spdlog - MIT License {fmt} - MIT License mINI / pulzed-mini - MIT License Windows Implementation Library - MIT License -
Version v0.9.1
82 Downloads
SC4 Plop and Paint is a DLL plugin for SimCity 4 that adds an in-game Advanced Plopping & Painting panel. It lets you browse your installed lots, plop lots directly, paint props and flora, create reusable weighted prop families, paint terrain decals, and quickly build detailed scenes without repeatedly hunting through menus or hand-placing every item. The plugin is aimed at players with large Plugins folders, city-detailing workflows, MMP-style flora work, prop-heavy scenes, and lot-testing setups. It includes a cache builder that scans your SC4 installation and Plugins folders, reads exemplar/cohort data, and generates searchable lot, prop, flora, decal, thumbnail, and family data for the in-game DLL. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! It now comes with prop/lot/flora picking functionality, better support for seasonal props AND texture painting! The GitHub release v0.9.1 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-plop-and-paint/releases/tag/v0.9.1 Main features In-game Advanced Plopping & Painting window, opened with O by default Buildings & Lots browser for finding and plopping lots, including growables Props browser with thumbnails, favorites, scene picking, and paint mode Prop Families tab for built-in families and custom weighted random prop palettes Flora browser and Flora Collections for painting single flora, families, and multi-stage chains Decals tab for painting texture decals on terrain and lot surfaces Direct paint, line paint, and polygon fill modes Grid overlay, snapping, rotation, spacing, density, density variation, and preview controls Pending placement workflow with undo before committing Prop strip mode for removing placed city, lot, and street props Favorites and recent paint history for faster repeat workflows Seasonal thumbnails where supported by the source content Dependency SC4 Plop and Paint requires SC4RenderServices v0.6.2 or newer. You can download it from the GitHub releases at this link or from the STEX page below: Usage instructions Full player guide, including screenshots, tab-by-tab controls, paint hotkeys, strip mode, decal options, and example workflows: https://github.com/caspervg/sc4-advanced-plop/blob/main/docs/USAGE.md Project page: https://github.com/caspervg/sc4-advanced-plop Demo video: System Requirements SimCity 4 version 1.1.641.x 64-bit Windows for the bundled cache builder SC4RenderServices v0.6.2 or newer Microsoft Visual C++ 2015-2022 Redistributable x86 Microsoft Visual C++ 2015-2022 Redistributable x64 DirectX/hardware rendering mode recommended for overlay previews and decal rendering Installation Close SimCity 4. Install SC4RenderServices first. Run the included SC4 Plop and Paint installer. Select your SimCity 4 installation folder. Select your SimCity 4 Plugins folder. Choose the thumbnail/cache settings. Let the installer build the cache, or run Rebuild-Cache.cmd later. Start SimCity 4, load a city, and press O to open the panel. The installer places SC4PlopAndPaint.dll, SC4PlopAndPaint.dat, and SC4PlopAndPaint.ini in your Plugins folder. It also installs _SC4PlopAndPaintCacheBuilder.exe and Rebuild-Cache.cmd under Documents\SimCity 4\SC4PlopAndPaint\. Rebuild the cache whenever you add, remove, or change plugins. Or when upgrade or install SC4PlopAndPaint. Configuration The plugin reads settings from SC4PlopAndPaint.ini in your Plugins folder. [SC4PlopAndPaint] ; Logging verbosity: trace, debug, info, warn, error, critical, off LogLevel=info ; Write SC4PlopAndPaint.log in the directory above your Plugins folder. Disable if you don't want log files. LogToFile=true ; Disable this if you want prop painting without the draw-service overlay preview. EnableDrawOverlay=true ; Direct-mode preview default: outline, full, combined DefaultPropPreviewMode=combined ; Default paint popup values DefaultShowGridOverlay=true DefaultSnapPointsToGrid=false DefaultSnapPlacementsToGrid=false DefaultGridStepMeters=16.0 ; Thumbnail display size in the UI (22-176, default 44) ThumbnailDisplaySize=44 ; Thumbnail slot colors shown behind transparent thumbnails in the UI. ; Accepts RRGGBB or RRGGBBAA. ; Set either option to an empty value to make it transparent. ; Defaults: background=425066, border=5B6B84 ;ThumbnailBackgroundColor=425066 ;ThumbnailBorderColor=5B6B84 ;ThumbnailBackgroundColor= ;ThumbnailBorderColor= ; Recent paint quick-swap overlay and history EnableRecentPaints=true ; Maximum number of recent paint entries to keep (1-16, default 8). ; Only the first 8 previous entries get number-key shortcuts; later ones stay click-only. RecentPaintMaxItems=8 ; What to do with uncommitted placements when switching paint targets: ; discard = remove uncommitted placed items before switching ; commit = keep placed items and finalize them before switching ; keep = leave uncommitted placed items in place when switching PaintSwitchPolicy=keep Most players can leave the defaults unchanged. ThumbnailDisplaySize may be useful on high-resolution displays. 3rd party code SC4RenderServices - GNU LGPL v2.1 gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License reflect-cpp - MIT License spdlog - MIT License {fmt} - MIT License args - MIT License pugixml - MIT License yyjson - MIT License stb - MIT / Public Domain Windows Implementation Library - MIT License libsquish - MIT License mio - MIT License jsoncons - Boost Software License 1.0 utfcpp - Boost Software License 1.0 ctre - Apache License 2.0 with LLVM Exceptions raylib - zlib/libpng GLFW - zlib/libpng Fira Mono - SIL Open Font License 1.1 -
Version v0.6.3
99 Downloads
SC4 Render Services is a DLL plugin framework for SimCity 4 that adds shared rendering services for other DLL mods. It provides Dear ImGui UI support, DirectX 7 draw callbacks, S3D camera/world projection helpers, and terrain decal rendering APIs. Most players only need this if another DLL mod lists SC4RenderServices as a dependency. Modders can use it to add in-game tools, overlays, custom UI panels, terrain decals, and render-pass hooks without each mod needing to implement its own DirectX/ImGui integration. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! The GitHub release v0.6.3 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-render-services/releases/tag/v0.6.3 System Requirements SimCity 4 version 1.1.641 (Digital Deluxe) Windows 10 or later DirectX/hardware rendering mode The plugin may work on older Windows versions with the Microsoft Visual C++ 2022 x86 Redistributable installed, but that has not been tested and is unsupported. Installation Close SimCity 4. Run the included installer. Select your SimCity 4 installation folder, the folder containing Apps. Select your SimCity 4 Plugins folder. Start SimCity 4. The installer places imgui.dll in the SimCity 4 Apps folder and SC4RenderServices.dll in your Plugins folder. If SC4RenderServices.ini does not already exist, a default copy is installed. Configuration The plugin reads optional settings from SC4RenderServices.ini in the same folder as SC4RenderServices.dll. Example: [SC4RenderServices] LogLevel=info Theme=dark UIScale=1.0 ShowDemoPanel=false EnableImGuiService=true EnableS3DCameraService=true EnableDrawService=true EnableTerrainDecalService=true EnableCustomTerrainDecalRenderer=true Most users can leave the default configuration unchanged. UIScale can be interesting for people running on high resolution monitors. 3rd party code gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License mINI - MIT License spdlog - MIT License {fmt} - MIT License D3D7Imgui - see upstream repository for license details -
Colossus Addon Mod 4.0 Out Now! CAM Team is pleased to announce the release of Colossus Addon Mod 4.0 where bugfixes and new features are introduced. Below is the complete list of changes in CAM 4.0: CAM DOWNLOAD You can download CAM through SC4Pac (it takes a few days to officially support start) or manually through these links: NEON & CONTROLNET In addition, with the release of CAM 4.0, we finally have the launch of the Next-Gen Energy Operating System (NEON). The mod, which began as a spin-off of AMPS (Allied Municipal Power of Simtropolis), is finally available in its initial version. There is still work to be done and bugs to fix, but for now you can follow the development and submit reports on this page Along with NEON, the ControlNet mod will be released, allowing you to simulate the ControlNet gameplay mechanics from SimCity 2013 in SC4. For now, it’s only visible via the UI and includes a non-functional variable, but support will be added around CAM 4.5. PIM-X SUPPORT & NEW PROPERTIES Usually, the release of CAM also involves updates to New Properties and PIM-X, but this time there will be no updates because PIM-X is undergoing a major overhaul, and work is also underway on New Properties; an announcement will be made in due course. In the meantime, users can download the experimental, non-final version on GitHub. (This is also why the manuals haven't been updated,they need to be rewritten for the new PIM-X) https://github.com/NAMTeam/New_Properties.xml/blob/staging/new_properties.xml In addition, a preview of the new PIM-X, which now includes tools for creating Transit Enable (TE) WARNING TO MAC USERS Unfortunately Colossus Addon Mod 3.0 and later versions will only work for the digital version (1.1.641) of SimCity 4 (Microsoft Windows and Linux only). This means that macOS users and all users using a different version of SimCity 4 will not be able to use CAM 3.0 or higher. If CAM is installed on unsupported systems you may experience mod and game malfunctions and will not be able to receive support. So it is recommended to use SimCity 4 version 1.1.641 which is available on GOG, Steam and EA App and for Mac users it is recommended to use WINE or Virtual Machine to run the Microsoft Windows digital version of SimCity 4. CAM 5.0 CAM 5.0 will not be developed, as the CAM 4.0 platform will undergo further major updates; therefore, CAM 5.0 will most likely be released next year ( But most likely, CAM 5.0 will be Windows 12, meaning it won't be released anytime soon.), though the exact date is not yet certain. However, there will be development logs for the upcoming updates, which will first be available on the Experimental channel and then to the general public. So stay tuned for the next development diary.
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Nex-gen Energy Operating System (NEON) - Development and Support
Ulisse Wolf posted a topic in SC4 Modding - Open Discussion
Welcome to the Nex-gen Energy Operating System (NEON) - Development and Support Please post your questions concerning issues with or the usage of the newest version of the Colossus Addon Mod (CAM) and its features here. The newest version of the Nex-gen Energy Operating System (NEON) (NEON 0.1.0), is now available on the STEX and the SC4E. For additional information or to ask questions about new features, check out the CAM 3.0 topic here. It should be noted that the only supported installation procedure is SC4Pac, which allows you to automatically install components and perform updates and maintenance automatically. It should be noted that any previous NEON installation should be completely removed from the game's Plugins folders before installing any new NEON version. This does not occur during the installation process but needs to be done manually. ROADMAP 0.1.0 -> Initial release. Support is limited to Maxis buildings and certain buildings compatible with NEON specifications. Statistical balancing 0.2.0 -> Update on coal, oil, and natural gas power plants. New power plants meeting the NEON specifications will be added 0.3.0 -> Upgrading transformers, batteries, and offices to meet NEON specifications. 0.4.0 -> Solar, Wind, and Geothermal Update. New power plants meeting the NEON specifications will be added 0.5.0 -> Update on Tidal Power and Hydroelectric Power 0.6.0 -> Update for the simulation of energy transmission on the railway ( An attempt will be made) 0.7.0 -> Nuclear Fission Update 0.8.0 -> Nuclear Fusion and ControlNet Update 0.9.0 -> Microwave Update and Finalization of Documentation 1.0.0 -> Final version Post 1.0.0 -> Maintenance and inclusion of other NEON-compatible mods released after the final version was published KNOWN ISSUES The “Funding-Based Capacity” entry is broken The Goofy stats are broken DOWNLOAD-
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Got a cool city to show off? Perhaps a BAT in the making? Well, this is that place. It doesn't have to be your biggest city, but your best city. It could be a suburb. Or a farm. Or a new skyscraper you've made. I'd love to see your best creations from any city-building game. I, personally, am working on my best creation as we speak! More details coming soon to a Simtropolis near you!
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Hi, all! Boy, does it feel good to be back. The nights spent city building while ST was down were pretty dark and foreboding... much like Gotham! This is a re-posting of my previous entry from March, but unfortunately, I didn't save what was written. I thought I would have more downtime at work this week, but that turned out not to be the case. So, I'm going to just showcase the buildings and landmarks, without the stories about the lives of everyday Gothamites. Hope you still enjoy!
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Hi - long time SimCity player here - just dustin' off my SimCity 4, never played it too much I just installed the "ModManager" and thru the manager, I have installed the "Colossus Addon Mod - ModPacc Zero". I have gone through all the steps several times to check I didn't do anything stupid. Like renaming the 4 files you needto manually rename - I did it BUT - when I start the game it says it cannot read the settings file, and the game starts in a very small window. I can change the graphics in-game, but when I re-start the game to confirm the changes, it still says it cannot read the settings file. I have the digital GOG version installed What to do?
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Hello, I've been playing SimCity games on and off for years—going all the way back to SimCity 1 and 2. Yep, I'm one of the old-timers. While Simtropolis was down, I downloaded SimCity 4 and managed to find a few of the tools that this fantastic site has provided. I’ve spent some time tinkering with them, building little cities that—if I’m honest—are kind of disasters. Lots of pollution, some crime, and a handful of cool buildings thanks to your resources. But the truth is, I have no real idea what I’m doing, and my experiments have resulted in a lot more misses than hits. Now that the site is back up, I’m hoping I can wipe the slate clean, clear out all the junk, and finally build a city I can be proud of—something more cohesive than the six neighboring cities I currently have, none of which really interact and together only total about 130,000 people. What I really want is to create a true metro area, complete with industrial, commercial, residential, airport, tourist, and seaport districts. (You might have guessed—I used to work in city government, and I loved every minute of it.) If you’ll have me, I’d be grateful for guidance on how to get started with a fresh region, and how to use (or even find) the incredible tools this community offers. I noticed the donation disks when I logged in and I’m interested in contributing, too. Right now, though, I honestly have no idea what I’ve downloaded, how to run it, or what any of it really does. Thank you for any help you can offer. I’m eager to learn—I just need a little direction. Thanks again for considering my application. Rick
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Version 5.4.0
64 Downloads
DgVoodoo 2 - SimCity 4 Edition (Linux Edition) This package allows a quick installation of DgVoodoo 2 for SimCity 4 and its configuration. It also offers solutions on how to solve possible compatibility problems with DgVoodoo 2 and SC4 with modern CPUs. This version of DgVoodoo has already been configured for maximum performance from the game but we still recommend that you edit "Adapter(s) to use / enable" to include your primary GPU Before installing DgVoodoo 2 "SC4 Version" you must make sure that the 4GB Patch is applied as it is essential for the corect operation of DgVoodoo 2. Generally the 4GB Patch is included in NAM 40 or later versions and CAM 2.5 or later versions but in the case the 4GB Patch was included in this package. INSTALLATION 1) Copy the contents of the SimCity 4 folder inside the SimCity 4 installation folder and overwrite the indicated files during the transfer step 2) Go inside the APPS folder and drag SimCity4.exe to 4gb_patch.exe to apply the 4 GB patch. 3) Now launch Protontricks, and look for SimCity 4 Deluxe: 24780 and select it. 4) Select the default wineprefix then run winecfg. Once in winecfg, select the libraries tab. Then add the following overrides: D3D8.dll, D3D9.dll, DDraw.dll 5) Drivers on Linux should be installed from your distro's package manager as those are confirmed to work on your distribution and have been vetted. As for actually running games on a dGPU there is a technology called PRIME which basically allows for offloading rendering to another GPU. Prime should work on all GPUs (AMD, NVIDIA, Intel). Once it is installed, the most simple and straighforward way to run it is to put in: prime-run For SC4 this can go in the steam launch commands but for the dgVoodoo 2 control panel, you'll want to open up a terminal in the location where the exe is located, and run something along the lines of prime-run wine dgVoodooCpl.exe to get the discrete GPU to show up as an adapter. 6) Configuration completed CREDITS Thanks to the original creator DgVoodoo 2 (dege-diosg) for developing a wrapper that converts old DirectX calls to DirectX 9/11/12 calls. You can find his work here https://github.com/dege-diosg/dgVoodoo2 Thanks to RSC204 / MGB who provided specially modified versions of the Graphics Rules.sgr and Video Cards.sgr files of SimCity 4, which ensure DgVoodoo runs optimally. Thanks to the creator of the 4GB Patch for developing the tool that allows SimCity 4 to use 4GB of RAM instead of 2GB of RAM. Thanks to jdenm8 for posting a solution to improve SimCity 4 compatibility on AMD video cards. Thanks to MegaMiku for posting a solution to improve SimCity 4 compatibility on Linux OS -
I have a puzzling glitch in some of my modded lots from 2023, no matter how it appears in the Lot Editor, when I open up my city the overlay texture is all wrong. Even if I create a new lot the same overlay texture conflict occurs. It happens across a number of lots from 2023. What could be causing this and what is the remedy? I think the overlay tile is from the The Thing series of parks, I don't know why it's turning up in my lot?
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Hi all, I frequently switch back and forth between 2 PCs to play SC4. I upload my regions to GDrive and download them before I play. In addition I have been using sc4pac to manage all of my mods and plugins. My question is, if I have sc4pac installed on both machines, will I be able to also share my Plugins folder to Gdrive and download it to my other machine before playing? Specifically, what happens if I get some new plugins using sc4pac on one machine, then upload the resulting Plugins folder to use on my other machine. If I just drop the Plugins folder into the Documents directory, will sc4pac recognize the new addons from the folder automatically and be able to track/update them? Simply put, do the mods need to be added from sc4pac originally or does it effectively scan your plugins folder to find anything new added since it last ran?
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Version 1.0.0
50 Downloads
Reward-Park-Landmark DLL Query Upgrade Mod, by Kel9509 v1.0 - February 24, 2026 Using new DLL functionality for Simcity4 created by Null 45. Thank you Null 45 for your amazing DLL mods! Did you ever wonder what the actual benefits a particular reward provided to your city? Does the Marina really open up tourist opportunities or does it have a different effect for industry? Can't recall what the readme file said was so great about a custom reward lot you downloaded? Are some landmarks any better than others? This mod puts a query on every Maxis reward, park and landmark lot that tells you exactly how it benefits your city. The Reward-Park-Landmark (RPL) DLL Query mod is a series of queries that replace the original Maxis queries with a custom query that describes the impact each lot provides for a city. Additionally, there are some optional queries included that override some custom and other BSC custom queries that are nearly identical to the base Maxis queries (except with their image), so this mod can describe the benefits some BSC lots have too. ****INSTALLATION**** FIRST - This mod requires DLL dependencies by Null45. DLL Dependencies are ONLY available for version 1.1.641 of SimCity 4 (Windows Digital Copies). All dependencies listed below are REQUIRED for this RCI DLL Query Upgrade Mod to work. For more information about compatible versions of Simcity4 and DLL mods, see here: https://community.simtropolis.com/forums/topic/762980-the-future-of-sc4-modding-the-matter-of-digital-vs-disc-and-windows-vs-macos-in-the-dll-era/ TO INSTALL: 1. Make sure Simcity4 is not running prior to installation. 2. Within the archive is a folder named "zz_Kel9509_RPL DLL_Query". This folder has "zz" in front so that it loads later in order than many other mods, in order to override their original queries. The folder contains the main dependency file and four subfolders with the queries. The dependency, "Kel9509_RPL DLL Query Essentials.dat", must be installed alongside any desired queries as it contains all of the other data necessary for the query to work properly. 3. Extract the "zz_Kel9509_RPL DLL_Query" folder with its subfolders into your Simcity4 Plugins Folder. If you do not want any particular type of query in a subfolder you can remove it. The query names correspond to the reward type building it overrides. Be careful if you are using any custom mods or buildings that contain their own default query overrides, like the "Colossus Addon Mod - Casino Specialization", as this RPL DLL Query Mod will override those as well unless you remove the conflicting query! 4. The subfolders are as follows: a. Maxis Lot Overrides - The query is applied to each Maxis reward lot type listed in the subfolder, and Parks and Landmarks. Maxis rewards that are power plants are not included, nor are lots like the Airport, Seaport, or other standard lots. All other rewards are included, including the Mayor's House, original City Hall, Courthouse, as well as all Business Deal rewards and other standard rewards like the University and Major Art Museum. b. Custom Sliders - this folder includes the Opera House and Private Schools with sliders, which require additional dependencies. See below under Optional Dependencies. IMPORTANT: unless you are already using these dependencies to add sliders to the Opera House and Private Schools, you may need to bulldoze all Private Shools (or Opera Houses) first before using them! c. BSC Queries - certain BSC queries are nearly identical to standard Maxis Park, Landmark or Reward queries, with their logo or a different color. These queries have been adapted to show the additional information, in the same style with the BSC logo and applicable color. d. New Queries - For advanced users. For lots with queries that have special features. LOTS MUST BE EDITED TO USE THIS QUERY. Replace the Query Exemplar GUID for that lot using iLives Reader or PIM-X's advanced editing tools, by replacing the existing Query GUID with the replacement ID. Currently included is: - Parks with Income, using ID 0x138910df If you wish to uninstall, remove all files (and dependencies) from the subfolder from your Plugins folder. REQUIRED DEPENDENCIES: The RPL DLL Query Upgrade Mod will not work unless the following dependency is installed: 1. Query Tool UI Extensions DLL for SimCity 4, version 2.6.2 or above, by Null45. DLLs should be added to the main Plugins folder, and not a subfolder. Note that to use DLL mods, if your OS is earlier than Windows 10 you will need to install the Microsoft Visual C++ 2022 x86 Redistributable. https://aka.ms/vs/17/release/vc_redist.x86.exe OPTIONAL DEPENDENCIES: The RPL DLL Query Upgrade Mod has queries for the following optional add-ons: 1. ModPacc Zero Opera House Fix, by CorinaMarie & Cyclone Boom - Or, alternatively, for those that still use the original Opera House Fix by toroca 2. Private Schools with Sliders by RippleJet 3. Various BSC Dependencies - SC4D LEX Legacy - BSC Common Dependencies Pack IMPORTANT NOTE: If you do not have the the original Opera House Fix by toroca, install the ModPacc Zero Opera House Fix as it works better and does not require you to bulldoze anything. HOWEVER, if you do not have the Private Schools with Sliders fix by RippleJet, you will need to bulldoze ALL private schools before using his mod and the RPL DLL Query Updgrade for any Private Schools! TO USE THIS MOD: After installation, select the Query from the Main Menu within Simcity4. Select a Park, Reward, or Landmark to query their information. Some special custom lots may have their own custom query which will display instead of this mod. However, this mod will work for all standard Maxis Parks, Rewards, and Landmarks - and many other custom buildings as well. If your query of a building (that itself does not have a custom query) looks like any of the screenshots included, then the mod works. The query also has informative tooltips over the all descriptive items with helpful tips and hints. ****STATS**** The Query display the following information: Civic Jobs Wealth Land Value Powered (and amount used) Watered (and amount used) Flammability Max Fire Stage Bulldoze Cost Monthly Cost Goofy stats Pollution amounts for Air, Water, Garbage and Radiation Pollution radius amounts for Air, Water, Garbage and Radiation Landmark Effect Park Effect Mayor Effect Crime Effect Cap Relief **** TECHNICAL INFORMATION **** Civic Job amounts, unlike jobs in Commercial or Industrial zones, are never adjusted by desirability of the building or lot and are filled to the maximum extent possible by the existing residential population wealth levels. The query will always show the jobs as being 100% filled, even if that is not actually the case (for example, in a city that does not have the residential population to support the jobs the query will still show all jobs the Building can support). In certain cases, a lot with Civic Jobs will compete with commercial or industrial lots resulting in positive demand for residential buildings to fill these jobs but also possible stagnation among Commercial and Industrial buildings competing for those residents until your residential population has grown enough to fill this building and also work elsewhere. Landmark Effect - there are two exemplars for Landmark Effect. The correct exemplar that provides positive commercial building desirability is 0x2781284F. Some older rewards or landmarks may use the improper exemplar, 0x87CD6399, which is a Developer exemplar and not a Building exemplar, and so it does not properly provide the positive commercial desirability that some modders intended for their buildings. As a result, for any older custom reward that uses the improper Landmark exemplar of 0x87CD6399 the query will correctly report that the building has No landmark effect. Verification of the landmark effect (as well as park effect) in the game can also be viewed using Null45's Data View Extensions DLL mod: https://community.simtropolis.com/files/file/36632-data-view-extensions-dll/ More information about the two landmark exemplars can be seen here: https://community.simtropolis.com/forums/topic/762533-2-different-landmark-effects-in-reader/ or here: https://community.simtropolis.com/forums/topic/759445-reorganization-of-SimcityBrasil-files/?do=findComment&comment=1737578 Monthly Cost is now calculated using Null's Query Tool UI Extensions DLL by deriving the amount from a building's Budget Item: Purpose ID. The following IDs are used in this query. Note that several ploppable lots, despite being rewards, may use a particular purpose ID like Parks or School Staff, as indicated below. Any custom reward lost that is improperly coded outside of PIM-X (which assigns these properties to the specific reward lot correctly) will not display the cost properly: 0xca565486=Hospital Staff - DONE as 4606ed25 for Disease Research Center 0xea5654b6=School Staff - DONE as 4606ed26 for University/Major Art Museum/Main City Library/Private School with Sliders 0xaa59670c=Landmark Effect - DONE as 4606ed10 - for most landmarks and some civic rewards 0x4a5a495e=Business Deal Income - DONE as 4606ed1d - for all business deals: Army/Air Base, Area 5.1, Casino, Federal Prison, Missile Range, and Toxic Waste Dump, and new Park with Income query. 0xca639989=Park Effect - DONE as 4606ed24 - for all parks as well as Stadium, Tourist Trap, Zoo, Farmer's Market, and Marina. Goofy Stats have been reworked from the original Maxis Goofy stat exemplar (with a few exceptions). Now a LUA function within this query and not dependent on any building exemplar (except as noted), most Goofy Stats are now based on a percentage of the overall Residential population and will recalculate every time the lot is queried. The median of the statistic is in parenthesis, unless based on Residential population. Static Landmarks now have a Goofy Stat of "Tourists Visited", consistent with the query sound of tourists taking pictures. Advanced Research Center = Digits of Pi Calculated (Maxis) Army/Air Force Base = Potatoes peeled (25,000) Area 5.1 = Flavors of Ice Cream (R Pop) Bureau of Bureaucracy = Kilometers of red tape (5,000) Casino = SuperSim Jackpot Winners (R pop) Cemetery = Misplaced Coffins (25) City Zoo = Animal Escapes (25) City Hall - Civil Servant Exam Score (Maxis) Convention Center = Misplaced Nametags (R pop) Country Club = Avg. Score (6) Courthouse = Records Lost (R pop) Cruise Ship Port = Number of Stowaways (6) Disease Research Center = Escaped Monkeys (R pop) Farmer's Market = Varieties of Plums (5000) Federal Prison = License plates per year (2.5 million) Church/Worship = Weddings Per Week (65) City Hall = Civil Servant Exam Score (Maxis) Landmark = Tourists Visited (R pop) Lighthouse = Sims Required to Change Light Bulb (6) Major Art Museum = Forgeries Discovered (25) Main Library = Overdue Books (R pop) Marina = Barnacles Scraped (5000) Mayor's House = Number of uninvited guests (R pop) Missile Range = Duds this month (25) Movie Studio = No. of Outtakes (25) Opera House = Windows Shattered (25) Private School = Noogies Given (R pop) Radio Station = Commercials per Hour (25) Resort Hotel = Towels Stolen (R pop) Space Port = Liters of Orange-Flavored Drink Consumed (25,000) Stadium = Commercial Sponsorships Offered (25) State Fair = Blue ribbons awarded (25) Statue = Pigeon nests (6) Stock Exchange = Meters of Ticker tape (5000) Tourist Trap = Llama Spit Distance (65) Toxic Waste Dump = Mutant Species Spawned (R pop) TV Studio = Exclusive Reports (25) University = Classes Cut (R pop) This query uses the following new functions made possible by Null45's DLL mods: jobs_low_wealth jobs_medium_wealth jobs_high_wealth building_full_funding_capacity building_full_funding_coverage building_wealth power_consumed water_consumed flammability max_fire_stage bulldoze_cost budget_purpose_type_cost pollution_at_center pollution_radii cap_relief landmark_effect park_effect mayor_rating_effect crime_effect -
Kori [Fox and Tanuki] Compilation Re-Instanced
kaimai posted a file in Found Custom Contents's Japanese Sites
Version 1.0.0
74 Downloads
This archive contains as many of the files of prominent Japanese modder Kori (Fox and Tanuki), active from 2004 to 2012 on both SimCity Force and Hide and Seek, as I could locate. Kori's models include three sets of Japanese-style rural houses, a series of public housing apartments (danchi), a large number of civic buildings, seasonal rice fields, temples, a set of historic shops and more. Some of the models are in high definition. Many of these buildings were originally modded to overwrite Maxis lots. I have reassigned all of these new unique TGIs so that they can be used alongside Maxis content and are also easier to find in the buildingplop menu. I have not otherwise modified the lots and only changed the names of building and lot exemplars, and don't know if they need to be otherwise edited (e.g. with new stats, etc). These files may eventually be restored in a more official form but hopefully these can be used until that happens. Screenshots do not show every possible combination of building/prop families or seasonal props. The archives separate Kori's works posted on SimCity Force from those posted on Hide and Seek for reasons of upload constraints.- 1 Review
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tutorial Cori's Guide to Displaying Fancy Game Variables
CorinaMarie posted a topic in SC4 Modding - Open Discussion
Cori's Guide to Displaying Fancy Game Variables by CorinaMarie Intro In this tutorial we will learn how to do some quick editing to display internal variables which are now available when using @Null 45's DLLs. At a minimum, you'll want to install: Query Tool UI Extensions DLL for SimCity 4 Lua Extensions DLL (Not needed initially, but we'll prolly dip into it in a Part Two or Part Three.) Also you'll need to insure the file we create here loads after any other override for the Maxis Coal Power Plant and the Power Query UI. (I'm using them for our demo.) See here if you need to learn about load orders: SC4 Folder and File Loading Order The Plugins Directory - How are files loaded? General Load Order Software Archeology - Plugin Load Order Getting Started After installing the aforementioned DLLs, you'll also need Reader 0.9.3. I will assume y'all have a wee bit of familiarity with Reader, but hopefully this'll still be clear enough if not. Our goal is a quick down and dirty bit of editing to allow us to see the newly revealed internal Age Degradation variable. (Second paragraph here and my pic in the next post there.) I'll number these as steps to correspond to the pic numbers and that can help if there are comments or questions. Edit: I just noticed Null released an update to the Query Tool UI Extensions DLL (see version 2.6.3 details) and that simplifies the code in my Steps 25, 31, 36, and 38. Feel free to use his cleaner method, or continue with this tutorial as-is. It will still work exactly as intended. Step 01 In Reader, open simcity_1.dat Single click on any exemplar to activate the Navigator button. Click said Navigator button, expand the Power tree, then the Lots tree, and right click on the Maxis Coal Power Plant: Then click on Group Add to patch. Step 02 That will pop up this dialog box: ^ Click OK. Step 03 Close Navigator, then click on the Patch button. Next control-click the top Exemplar, the TRK file, and the PNG file entries. Then click the Remove button. Step 04 Here we see we still have the Building Exemplar, two LText entries, and the UI file. ^ Click Create DAT. Step 05 Name it whatever you want. I went with: Age Degradation UI Display v0.01 by Cori.dat Like so: ^ Then click the Save button. Step 06 I personally close Reader then reload it. My idea is that clears up the memory that was in use for the big file. Anyhow, we next open the .dat file we just created. On my system there seems to be a weird bug such that the pre-highlighted Exemplar doesn't display the data for its properties. Step 07 So, I click on some other entry: Step 08 Then click back on the Exemplar and it'll populate the fields: Step 09 This is an interim step which will later show us we are referencing the correct exemplar once we get into the game. ^ Double click the Exemplar Name in the right-hand panel. Step 10 That'll pop up this dialog box: Step 11 Rename it to something else which you will later recognize as your own text: ^ Click the bottom Apply button after editing in place or if editing in the "Value as text" box, first click the other Apply (which is like a Set button) and then the final Apply. Preparing for Later LUA Coding Step 12 We'll go ahead and get this ready in case anyone would later like a Part Two of this tutorial which shows how to do data formatting (such as showing a specified number of decimal places). Right-click on the first LText entry, then click Generate new instance. Step 13 Notice how the IID has changed to some other hexadecimal number: Step 14 While that LText entry is highlighted, click the File Info button. Then click Edit: Step 15 Here's what it'll look like with the exception that your "Instance" number will be different. Step 16 Edit both the Type and the Group numbers to be ca63e2a3 and 4a5e8ef6 respectively. ^ And click OK. Step 17 Notice it still says LText and also still shows the old T and G numbers? Step 18 Click a different entry, then click back on the LText we are working with. Notice it now updates both the Type and the Group numbers. It does not, however, recognize the category change. Step 19 So, click to save the file and yes, we are happy to overwrite our existing one. Step 20 Close the file then re-open it and notice how it properly recognizes this as a LUA entry. Step 21 Single-click the LUA file entry. We are going to put some placeholder Lua code in here. ^ Click the Edit button in the right-hand panel, highlight the existing text, and paste the following right on top of it: --#-package:03092f5a# -- package signature -- -- For Lua file entry IID 0xf3092f5a --EOF Step 22 Notice the two hexadecimal numbers. The 2nd one needs to be edited to match the IID you generated in Step 12 (and seen in Step 13). Then the package ID will be the very same number, but replace the first hex digit with a 0. (Note: Any package signature number greater than 0x7FFFFFFF will not be recognized by the game. Only positive integers are allowed when it converts those to decimal.) ^ Click the Apply button when you are finished editing. Back to the Main Part Step 23 Right-click the remaining LText entry and select Generate new group & instance. Step 24 Notice that both the Group and Instance numbers are now different. Step 25 Paste this over the existing text: #null45_query_ui_extensions.get_property_value(hex2dec('00000020'))# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #null45_query_ui_extensions.get_property_value('00000020')# Note: The # on each end of the code makes this a Token which means the UI will display the value it produces rather than the code itself. Also Note: It needs pasted from the right-click menu. For some reason Ctrl+V is not allowed. ^ Then click the Apply button. Step 26 This'll be the down and dirty part in which we are just going to steal a spot in the UI to display our data (rather than expanding it nicely like @Kel9509 does). Right-click on the UI file entry and select Text View. Step 27 I have Reader smaller than I typically do for editing so the pics here can be smaller. As such I have to scroll the right-hand panel a wee bit. What we are looking for is the line where the word Efficiency is displayed. We are going to replace ea5524eb,8a5ba2a7 with the values we created in Step 24. Step 28 Mine are 4721f708,820e0172 so that's what I paste in. Be sure to use your own T & G as generated in Step 24. ^ Click the Apply button. Step 29 Now we save the whole file again and yes, we are happy to overwrite. Step 30 Finally the fun part! Load the game and plop a Coal Power Plant then Query it. ^ You should see whatever text you used in Step 11. This was a mini goal which shows we've correctly edited the UI to use our own unique LText and the proper code to access the data provided by Null's DLL. Step 31 Remember the linked post above? We are now ready to use that 0xc910b4cf which Null tracked down to display the Age Degradation of the Queried Power Plant. Re-edit the LText to be: #null45_query_ui_extensions.get_property_value(hex2dec('c910b4cf'))# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #null45_query_ui_extensions.get_property_value('c910b4cf')# ^ And then click Apply. Step 32 Let's now do a Save as... Step 33 Increment your version number while leaving all the rest of the file name the same. This will cause the 2nd version to load later than your first one and so we don't need to clean out our folder just yet. Step 34 We go in the game, plop a Coal Plant, query it, and we see the Efficiency word instead of any data. ^ Close the query and run time till the next month. Step 35 Now when we query, we see a zero. This tells us that the value retrieved was nil when we first plopped the power plant, but that it updated to a numeric response after running time. Step 36 Quit the game and let's take care of that nil value borking our code. Paste in: #null45_query_ui_extensions.get_property_value(hex2dec('c910b4cf')) or 0# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #null45_query_ui_extensions.get_property_value('c910b4cf') or 0# That or 0 part is handy. If the first part doesn't even exist (the nil value) then it makes the answer be zero. Apply and Save. Step 37 Back in the game and now we have our 0 the moment we plop the power plant. (Quit the game again.) Step 38 The other thing going on is Maxis programmed the UI to automatically truncate any decimal portion of numbers displayed and that's very good for things like population. However, we are wanting exact data to be shown. As such, we can fool the UI's hidden code by making our number into a string. The following code will concatenate the middle dot to the end of the number we want to see and then the UI replaces it with a space. Paste in: #(null45_query_ui_extensions.get_property_value(hex2dec('c910b4cf')) or 0)..string.char(183)# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #(null45_query_ui_extensions.get_property_value('c910b4cf') or 0)..string.char(183)# Click Apply, then Save the file. Step 39 Back in the game. We already know we get a zero when first plopping so this pic is after running time to the next month. This shows how a Float32 variable handles the number. Step 40 Run another month and check again... Conclusion That should be enough to get your feet wet. Special thanks to @Cyclone Boom for following this tutorial, providing feedback, and for fancy tweaking of the post to make it presentable. -
Version 1.0.0
127 Downloads
Not sure if people want to use these, but I'm always on the lookout for smaller wall-to-wall buildings and only really started playing SC4 again after LEX was shuttered. Therefore until such time as the LEX restoration work brings back SG's content in its official form, I created fairly basic W2W lots for 62 (I think) of his buildings, mostly commercial although with two residential buildings as well. These are lotted without setbacks and therefore should visually match most North American-style W2W buildings (although possibly not Smalltown USA or spa's Halifax series). All the model files are in the BSC Common Dependencies Pack labelled "SG Models [type].dat". The only other dependency should be the SHK Parking Pack. (I will be back sooner or later with additional BATs, have just been dealing with a lot of mental health problems) -
Hello, I couldn't find a forum discussing this topic, so I created this one. I hope I'm not mistaken. If I am, I apologize in advance. I use a lot of files in my plug-in folder, often old ones, with a variable number of “zzz” or z___, etc. I remember reading in various places on this site that the order in which files are loaded is very important, and that the number of z's no longer works, but that you should instead use at least a minimum of 4 ___. The problem is that there are a lot of files starting with z. So how do I know which order to choose to optimize the game as much as possible and avoid lag? Because these mods were not originally designed to work together. Also, some mods with zzz were designed to work with older versions of NAM. In readmes files, the installation path is now obsolete. So I don't know where to install these files in new NAM folders without breaking the game... (for example manga rivotra city max's T21 catenaries, or Mas71 zebra crossings...) (I don't use sc4pac, because I only use Japanese plugins and a Windows wrapper on Mac...) I hope this will be help other players... Kind regards
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This guide is for Linux users who are trying to get dgVoodoo 2 work on WINE and Proton through Steam. The instructions are intended for Steam users running SimCity 4. Before starting, make sure to download (and install if needed) the following: Working installation of WINE, Winetricks, and Protontricks you can get these through your package manager of choice. A copy of dgVoodoo 2_79_3, this is because newer versions of dgVoodoo 2 do not work on WINE as reported in this thread, you can get this version from here. You now should have everything you'll need for the rest of the guide. Open and extract your dgVoodoo2_79_3 file, in here you'll want to open up these two folders. From MS Look for the x86 folder and copy all four dlls into your SimCity 4 apps folder. Then for the Cpl folder look for the x64 folder and copy and paste dgVoodooCpl.exe to SimCity 4's apps folder. Then lastly copy the dgVoodoo.conf file into the apps folder as well. Now launch Protontricks, and look for SimCity 4 Deluxe: 24780 and select it. Select the default wineprefix then run winecfg. Once in winecfg, select the libraries tab. Then add the following overrides: D3D8.dll, D3D9.dll, DDraw.dll Then click apply and OK. That's it for configuration within wine. Now all that is left to do is set your dgVoodoo 2 settings as usual, if you need more information on how to setup dgVoodoo 2, just refer to this thread. Following all those steps you should now have dgVoodoo 2 working in SimCity 4 on your Linux distro of your choosing. Happy modding and building!
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dbpf-grep is a basic command-line search tool for TGIs in DBPF files. It's decently fast, so you can use it to search for specific TGIs in a large Plugins folder very quickly. I also use it for getting a quick overview of files, for debugging load order problems, for writing sc4pac metadata, and for dealing with the NAM and its many files. I've also had plans to expand the functionality by a few other useful commands, but so far they haven't materialized, so I decided to release it as is for now.

