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City-building game(s)

Found 30 results

  1. Need help fixing SimCity 3000

    recently got SimCity 3000 off of steam and its kinda messed up. moving super fast and jumping to edge of map makes it impossible to play. i tried looking places for help but they were outdated. is there a mod for the game that will slow it down? i use windows 11. if there's any other info you need just ask.
  2. Hi Mayors! I'm having an issue where buildings become instantly abandoned due to lack of water. I'm aware you should usually have 6 game months to sort a power/water problem before a building becomes abandoned - but currently I can loose huge parts of my city in a second, without any time to fix the problem! Any ideas ? Thanks in advance!
  3. Hello guys, I hope you can help me figure out how to solve the situation I am encountering regarding road and avenue crossings since I am using newer versions of NAM. I am currently using version 44 or 45 of the NAM, I'm not totally sure what specific version it is, but I am pretty sure it is one of those two. The issue that I am facing is in relation to avenue and road cross, as you can see in the picture number [1], no textures at road crossings. Pic [2] and pic [3] shows how it used to look in the previous versions of NAM that I was using. I have installed NAM again several times, I have checked my Mods, but I am not able to find the method to bring those textures back. Could someone please help me to identify or clarify this situation? Many thanks in advance guys
  4. Hi. Hope you don't think I am taking advantage by posting here. I have tried to figure this out myself and gotten pretty far on my first asset but I have a few issues I hope you can help me with. First is the ugly monorail texture. How can I remove it? The overlay that looks like someone took a cheesegrater to it. I want mine to look brand new. I have all my textures loaded, alpha difuse, specular, and normal but the default monorail seems to go over it. How do I make windows? I need them to glow at night and be shiny black during the day. How do I make glowing parts for the additive shader? Is this too advanced? I hope someone can help me with some of this
  5. Hello. I have been working on my first asset. A monorail train. I have gotten far enough that I wanted to see if I could look at it in the game. I followed a torturial on youtube, checked all the boxes like he but something has gone wrong. The asset opens fine in the asset editor but it's height is all wrong. It is completely flat. Lenght and width look right. Very weird. Just to try I scaled the height very high in blender and that did work a bit but that distorts the whole thing. Does anyone know what is wrong?
  6. NAM Item's List?

    I always wondered and now I feel like I need to know... Is there a place where I can just scroll threw and see a picture and/or description of every Item in the NAM? If there's not then there should be. I always feel like what I need is somewhere in there but I don't have the time to scroll threw every button. Thanks!
  7. I have HP Slimline 260-a109nv. A couple of days ago I got a notification for updating HP Support Assistant. I just updated and at first everything went fine. But that was just the silence before the storm. Since that day, at least twice per day, the focus of my active programs get lost for a second, disrupting me while working and minimizing my games during playing! The last one is the worst of this because it's a disaster waiting to happen. We all know that SimCity 4 must be on focus when saving a city, and having HP minimizing my game during saving process will corrupt my city and destroy my work. Heck, just having the game minimized all of a sudden is terrible, so thanks for messing with my gaming fun, HP! Having this problem after updating HP Support Assistant is not a coincidence, so what should I do to fix it? Downgrade the Assistant? Deactivate it somehow? Remove it entirely? What would you suggest me to do?
  8. Hi everyone, After a 15-year ish hiatus, I recently got myself a laptop purely for the purpose of playing SimCity4 on. It's been quite fun sifting through the old and new content, reminding myself of everything I had as a teenager! Now... I seem to be stuck when using the 15m hole digger to build overpasses and transit at different levels. I don't recall this being an issue way back when, but I really don't know how to fix it. I've uploaded two images that show you what I mean. When I build, I lay the 15m hole digger first, then lay my transit (avenue, road, rail, whatever). However when I then want to add the overpass, I get this 'bump' where the transition is (which looks totally unrealistic), however then I also get this sunken terrain around the overpass, meaning if I place my eye-candy bridge, it gets stuck at this lower height and therefore doesn't look right. I don't remember having this trouble when I used to play, and have seen users posting city journals without this issue, where the overpasses are smooth. Can someone give me tips or advice what I've done wrong? Thanks so so much!!! An avid SimCity returnee, Andrew
  9. Hoping someone can help me with getting NAM to work on my digital copy of SimCity 4 Deluxe I bought from GOG.com. I was able to install the mod (and the 4gb patch - *I think*), but when I start up the game and try to open one of my cities, it crashes to desktop while loading every time. I know this is super vague, but I really have no idea what's going on. I had slightly more success the first time I installed the mod, but I had this issue with a red cursor that didn't allow me to place non-ploppable NAM features, so I deleted the NAM files, reinstalled, and now this is where I'm at, unable to play the game period. Has anyone had this problem and know of a solution? Maybe I'm just a knobhead and failed to install it correctly. Please let me know! Thanks
  10. So I downloaded some mods with a bunch of dependencies, then after installing them all I get brown boxes. I ran the installers without extracting them, did they depend on the cleanitol files? I know cleanitol is separate, though, so what am I doing wrong? Should I have ran each cleanitol file thru Cleanitol as I was going? Just reinstalled the game to redo it all.
  11. Hey all, Been a member on here for well over a decdae or more (though using a new account) and recently started playing SimCity 4 again after about a 10 year hiatus. I've been using it allmost daily for a month now (steam copy, on a mac) and suddenly, my game wont start correctly. It launches in silence and without the "EA games" and "aspyr" launch windows and then dumps me into a blank region with no labels and no labels when i click on anything. When I try to open a lot the game crashes, however I am able to quit out of the game when in the region. I know Mac support is limited but anyone have any ideas of what could be going on? Been researching for awhile to no avail. Best, Sam
  12. Hi! So the very first custom building that I decided to download was @thecitiescenter's awesome H Mart. When I plop it, everything is fine; however, when I query it, the game crashes to desktop. I am using the 1 CPU core and high priority switches. In order to try to diagnose this issue, I had replaced the Graphics Rules.sgr and Video Cards.sgr files with original copies. The reason that those files were modified had been that I had used SimsNetwork's Graphics Rules Maker to add my GPU to the Video Cards.sgr file. Replacing those files with originals didn't solve my issue. Thanks in advance!
  13. Wanted to put this out there because hey, some of us actually do play SC3K in linux! I know I do anyway. so I wanted to create a general posting for people asking for help regarding the Loki Games Port of SimCity 3000 Unlimited onto the linux platform. first, some stuff out of the way. yes, there is a linux native port. it's hard to find but worth it, it is however abandonware at this point. Loki games is defunct and EA/Maxis doesn't seem intent on re-packaging it. Second, you need an updated installer for it to work, you can find it here. (update: there is actually an updated installer here, it works better than the one previously listed however you still need an original copy of the game) you will also need the loki compatibility libraries and info found here The installer should also update the game to whatever the latest version is for the linux version. if you have any issues with the installer I'll be around to help since i know linux gaming is still considered "niche". now then, discuss!
  14. Hi everybody! The @STEX Custodian is a legacy account managed by me (@Tyberius06) with the permission and full support of the site admins @CorinaMarie and @Cyclone Boom, who are also part of this joint project. The goal is to collect and restore otherwise lost SC4 custom contents for the future, also it will recover partially contents from SimCity China, which is more or less unavailable for players from the Western part of the world (US, Europe). Most of these contents are coming from the Far East, from long gone japanese personal webpages, the folders (not the actual contents) will get a little facelift with some kind of proper documentation and folder structures. Whoever has custom content which falls under the "lost content" category is most welcome to get in touch with us. Time-to-time I will put requests into the Can't find it?... Ask here! topic, if I ran into something missing. This is a general support topic for contents which will be uploaded under this account. It's very important, that this account (and its managers) doesn't claim any creadit for the uploaded contents, in any case the credits will go for the original creator, only those lost contents go under this account, where the original author doesn't have account on Simtropolis or can not be sure which account belongs to the creator. Where the creator has account on STEX, the contents will be uploaded by this account and then will be moved to under the original creator's account. If someone else uploads (or uploaded) lost contents in good faith the credit must be given to the original author, the contents will be kept under the original uploader's account for 1 week, then they will be moved to under either this STEX Custodian account or (if there is such) the original creator's account. Also this is the support and general reply topic for the SimCity 4 Prop and Texture Catalogue. This first post will be edited time-to-time whenever a new lost content will be uploaded. Sanankoku's Creations (uploaded: 14.11.2019) Sanankoku - Japanese Small Commercial (zakkyo) Set Sanankoku - JR Central Towers Sanankoku - Kanayama Minami Building Sanankoku - Midland Square Sanankoku - Nagoya TV Tower ************************************************************************************************************* Some SC4 Polska files (uploaded: 06.12.2019) AC Saturn Prop Pack - updated: 11.07.2021 (see below) MRQS - Passanger Railcar Prop set (Wagony Set 01-02) - updated: 11.07.2021 A pile of SC4 Polska files from Aras (AC) PGB AC Citibank PGB AC DH Zenit PGB AC SimCity Polska Office Polska Mega Prop Pack vol. 1 added (uploaded: 13.03.2020) Polish Mega Prop Pack Vol. 1 - updated: 11.07.2021 (see below) Some critical updates on the SimCity Polska Dependency packs (new versions available) and some restored contens are now available (uploaded: 11.07.2021) Polish Mega Props - MISC vol01 v2 - updated and completely rebuilt version of the former Polska Mega Prop Pack vol. 1 Polish Mega Props - MISC Industrials - former AC Saturn Prop Pack on STEX, updated and expanded. MCK Warehouses AC Saturn Recovery Boiler AC Saturn Coal Power Plant AC Mondi Paper Woodyard AC Mondi Paper Evaporator AC Concrete Mixing Plants Aras Radio and TV Broadcasts Tower got uploaded as part of the SimCity Polska Restoration (uploaded: 07.07.2022) AC Radio and TV Broadcast Center Another for the SCP Restoration Perun's service stations (uploaded: 20.07.2022) Perun - CPN and Lotos Service Stations *********************************************************************************************************** WMP Mega Prop and Textures packs (uploaded: 25.05.2020) WMP Mega Props vol. 01 - Misc General Props WMP Mega Props vol. 02 - Misc Industrial Props WMP Mega Props vol. 03 - Port Autority Ferry WMP Mega Props vol. 04 - Port Autority Seawalls WMP Mega Props vol. 05 - Railway Props WMP Essentials v1.0 v1.0.1 - updated on 15.06.2020. Please download it again and replace the old one with it. WMP Mega Textures v1.02 RFY Mega Props Vol. 01 WMP Causeway Tutorial (uploaded 17.06.2020) WMP Causeway Tutorial ******************************************************************************************************************** Nyaho Taro aka. Degital Earth (Totsugeki taichō aka. Assault Captain) Legacy Collection - Collective Link (last update: 20.03.2023) UPDATE 20.03.2023: due changes in transit modding and the discovery that the Textures set v1 used conflicting IID ranges, some further adjustments were necessary. If you update, please make sure that first bulldoze all relevant instances from your cities, then place the updated (freshly downloaded) versions into your plugins and replop the relevant LOTs. (This is especially importand to do with the Elevated Station, Big Torii, Hydroelectric Power Plant (!!!!!), Local Rail Station and Underground Carpark.) DE - Elevated Station (Kouka-eki) DE - Texture Set v2 DE - Big Torii DE - Hydroelectric Power Plant DE - Keiichi House DE - Local Rail Station DE - National Highway Maintenance Office DE - Radio Base Stations (Kichi-kyoku) DE - Radio Tower (Denpatou) DE - Underground Carpark z_Degital Earth English Locals - this folder is included with all the above listed contents (except the Texture set), and can be found in the _Documents folder too. Best option if you keep the provided folder structure after unzipping the contents (which means you will get a Degital Earth parent folder into the root of you plugin folder) and copy this z_Degital Earth English Locals folder into this Degital Earth parent folder. By default the LOTs are coming with Japanese character sets (as it was originally intended). ******************************************************************************************************** Gurry's Sea Walls (uploaded: 13.12.2019) Gurry's Sea Walls v1 Gurry's Sea Walls V1 Addon (updated MML addition: 25.05.2020) ******************************************************************************************************** Berserk666 Freeland Yak Stew models, thanks for @patfirefghtr to recover these creations (uploaded: 27.07.2022) Berserk666 - Freeland Yak Stew Company Raika's Large Railway Station, thanks for recovering the original upload for @Raymond7cn (uploaded: 28.07.2022) Raika - Grand Railway Station ****************************************************************************************************** Hotaryuso's (Japanese creator) files that had been available through OneDrive on this site: 天優翼/SIMCITY4 (exout.net) (added 14.01.2023) The included files are six Japanese commercial businesses and one sign. Hotaryuso's Files ******************************************************************************************************* - Tyberius (STEX Custodian Team)
  15. When attempting to launch SimCity 4 deluxe in Steam, I am presented with the error message "Failed to start game (app already running)." What do I do? i've never had this problem before. i have, however, had issues with the game crashing in game frequently so i'd have to save a lot so i didn't get rekt on progress. i've had 400+ hours put into the game up to this point and really enjoying it. i have the basic NAM mod applied to the game but nothing more. i'm not aware of any plug-ins or applications that could be interfering with the game, run on a win7 os on a laptop. there is no other users on my steam acct, so the idea of the 'app already running' makes no sense to me. any advice? would really hate to lose everything including the chance to play this game again as you can imagine.
  16. Olá pessoal! Estou aqui de novo para puxar assunto. Alguém aqui é usuário experiente do SC4DataNode? Achei uma ferramenta sensacional, mas com uma semana de uso ainda estou meio perdido. Instalei ela para tentar descobrir umas dependências ausentes em um pacote de fazendas. Cheguei a algumas suspeitas, mas não consigo ter certeza a ponto de saber o que procurar. Aliás, "onde procurar" considero um segundo problema. Alguém tem dicas?
  17. Hello everyone, I might be putting this request in the wrong area, sorry, couldn't find the "Can't Find It" page. I am looking for "Swamper 77 Airport Support Pack". I have searched the LEX and here at STEX and I can't seem to find it. Any help would be appricated.
  18. I've taken the liberty of starting this topic because I have just posted a major upgrade to DataNode, and to date there has not been a single place where support questions could be posted. DataNode is the sort of tool that is actually very easy to use, but overwhelming for many because of the massive amount of data it presents. The Manual included with it is there for a reason - to make this use of this data easier to understand and put to your own ends. Its really an audit tool aimed at a couple of tasks as a player: Checking that the load order of mods in plugins leads to the result you want - a fast loading, clean SC4 plugins folder. Checking that you have the dependencies needed for a mod As a modder it can help in verifying that your mod is correct and clean, and works as you expect if it overrides game content. Latest Version of SC4DataNode DataNode has been around for a while (since 2012) , and from time to time gets a mention when people encounter bugs or discuss how they manage their plugins. Today I've released a new version v1.06 that is well worth getting especially if you have a large plugin folder. After some forum discussion about what SC4Datanode shows of the files in the Plugins folder, I’ve decided to make all the files touched in the loading process visible. This slows the program a little bit but means it is now possible to see all files that SC4 ignores when loading those it recognises. These do no harm (generally) but slow the loading process as SC4 must look at every file to see if it is relevant. Here are the main changes: in the SC4 file view files that are coloured with a beige background and orange text, with zzz in the Dead column, are sleepers or zombies – they are examined by SC4 but only contribute to the time taken to start up the game. These are mostly documentation files – text and images - but may include all sorts of files included by authors of game material. You don’t have to remove these but if you do the game will start faster. By default, these go onto the scanning Log unless suppressed. In the Preferences panel one can suppress the logging (and display) of non-SC4 Files. This is useful if you have a lot of documentation files but want to leave them there and just concentrate on dependencies. If a file ends in .dat, .sav, .SC4, .SC4Desc, .SC4Lot, or .SC4Model, and the File is empty it will be flagged with an Apricot background, and Orange text. It will be put on the log as it may be damaged if it should be a SC4 file. But, for example, the uninst000.dat in SC4PLUGINS is a file that isn’t a real SC4 .dat. Occasionally installers leave .dll or .exe files in the Plugins – the ones in SimCity:Plugins and NAM are valid – others may just be installers for mods and can (should) be removed after installation. They are marked as IsOK in the Dead Column of the SC4 File display – just in case. SC4Datanode will now also show all files that could be loaded by SC4, LE or PIM-x even if they have no extensions or other wild names. These are treated as if they were SC4.Model files, that is, are loaded in phase 1 of the loading sequence. These should probably be renamed to have a .dat extension for easy identification in future but you’ll need to judge by its contents. When a path name becomes so long (more than 260 characters) that Windows refuses to handle it, SC4Datanode now shows you where it is and will stop running. At this point you will need to fix the problem by rearranging the folders so that the structure is not so deep. The CSV reports by view now produce one file per view – named according to the view – some reports have extra properties common to all items.The Q column has the value “=” when it is the only or final exemplar after overrides are accounted for. FileView and TGI views all produce a report. The program has had its Error Handling strengthened and should also run faster on x64 machines. Memory management has been a focus of testing. It is configured to adapt to x32 and x64 systems thus helping memory constraints if the plugins folder is very, very large. The Manual has been updated to reflect these changes. I recommend you (re)read the pages 10-15 to understand the new features. Memory and Performance During testing of this new version it became apparent that the old version would start to show memory problems on a large plugin set. This was due to the program being compiled for x32 machines. This program wades through a lot of data and uses up to 40% of the size of your plugins total during the scan. It has now been compiled to use x64 when on 64bit machines, and x86 on 32bit machines. Because pointers are double the size on x64 it will use about 50% more memory on x64 but have no ceiling other than physical memory (assuming no disk paging). On x32 the addressable memory is usually closer to 2GB. I have no idea if the Extended Flag works on .NET code - if so the limit may be 3.6GB. So: on x32 – 2GB addressable implies a maximum plugin size of about 4GB before memory may start causing issues. on x64 – 4GB memory implies about 7GB max plugin size, 8GB memory about 14GB, and 16GB should not give problems until 28GB of plugins. The memory used is shown on the status bar. A lot of work has been done to minimize use of memory. However, if you do exceed physical memory it may start disk-memory paging and become very slow or even CTD in the worst case (out of program control). Performance is very dependent on disk speed – the best times have come from SSD, and 10,000 rpm iron disks. The program is I/O bound and will use only one processor for itself by design. The OS (under the carpet) then can use as many cores as it wants for I/O. .NET is quite efficient in I/O, so the program is quite snappy – obviously the age of machine, OS, disk type and size of plugins affect performance. It is worth noting that if you run SC4Datanode directly after a reboot its run time may be quite a bit slower than subsequent rescans or scans. This is because Windows is filling its disk caches for the first time as it goes. These get used next time round leading to much faster loading times. This also holds for SC4. The more headroom in memory the more impressive this caching is. Also keep in mind that Windows can easily use 4GB (x64) on its own these days. These restrictions hold even more for SC4 – if you feed it a plugin collection in excess of 4GB its going to be slower and slower starting up and may actually run into problems. Its always more pleasant and responsive to run SC4 with a subset of your plugin archives. SC4Datanode will allow you to manage a much larger plugin set than SC4 can comfortably run. Finally this version would not be solid as it is without the efforts of @twalsh102 who now holds the record for SC4DataNode with a Plugins folder size of 14.1 GB with 29,961 files which was eventually scanned and analysed in 2 minutes 53 seconds settling on 2.36 GB of memory. This was achieved on a 2018 Win10 machine with 16GB of memory. This is nearly twice as large and fast as the 2012 testing figures held by @DocRorlach which were achieved on a Win7 machine of that time namely 7.34GB of plugins in 2m38s. Please use this place to can ask/comment/suggest about DataNode. Like any program it can be improved.
  19. This mod is no longer supported. See this linked post for more details. ------------------------------------------------- What is SC4MacInjector? SC4MacInjector is a mod for Mac copies of SimCity 4 Deluxe that enables the use of dynamic library mods (the equivalent of DLLs on Windows) for Macs. General discussion and development updates are posted in the game framework discoveries thread – this thread serves to consolidate any potential support requests in one purpose-specific place. General troubleshooting steps The injector responsible for enabling these mods may be overwritten by game updates or checking game cache integrity in Steam. Try re-running the installer if mods like the extra cheats DLL are suddenly disabled. Also make sure you've obtained the latest version from the STEX. Reporting issues One very helpful thing to provide is a detailed installer log. When running the installer, bring up the log: Change the detail level to All Logs: Then click the Save button on the installer log in the top right corner of the window. Attach this log to your post. Another extremely helpful thing to provide, if present, is the injection log, which you can find at ~/Documents/SimCity 4/libinjector.log. Attach this too if possible. Lastly, try to provide a thorough description of your problem, when it started occurring, and what version of the game you use (e.g. Steam, App Store, disc copy).
  20. So everything manages to work fine, I have no errors, loads up like normal. However anytime I save or autosave, the game crashes with a "Cities.exe has stopped working". I had this error in the past but I believe the Don't Crash Mod fixed it. Now when I have "Don't Crash" enabled, my game gets stuck loading forever, so I have to disable it. Does anyone have any thoughts or fixes?
  21. Hi, is there a good video that shows support for the elevated NAM 34 8 and 6 lane highways, particularly on and off ramps? I've been trying for a while now, and have gotten Project Symphony down, but everytime I add an off ramp to the elevated 6 or 8 lane highway it just squishes it. Any help would be great, thank you.
  22. For some reason every post with custom assets in their description looks like this. Am i missing anything here?
  23. Hi folks Well we are making progress! We now have a dedicated PLEX section on the STEX! Over the next while, we will work to get all the legacy PLEX files transferred into this new section of the STEX. We are hoping that this will be completed within the next two weeks... seriously... it wont happen overnight but it will happen. Thanks again to the Dirktator for throwing us a lifeboat - it is very much appreciated. Simpeg Staff
  24. Hello, I am a little new to modding sim city 4 and I have gotten the general gist of how it works, but I saw that there is possibly a way to make traffic STOP disappearing. I saw some mods and tried installing them and they havent worked. I was just curious on how to install them and what I have to do. I have NAM installed, and if I could get step by step how and a link to one that will work I would really appreciate it. thank you.
  25. So I decided to open a thread for those having problems using my mods (since I'm terrible at writing readmes), or have suggestions to improve them. I usually don't take requests unless I really like the idea, have the skills (no BATs) and the time/ will to fulfill them. Might worth a shot Files will be attached at the end of this post. (STEX) (STEX) (STEX) (STEX) (STEX) (STEX) (STEX) JPN Sidewalk Mod Addon for Wide Radius Curves and Roundabouts (LEX) Coming in a normal hopeless future Maxis Parkings Override Darker/Shaded textures RELEASED! Tram-on-street support for Super Light Asphalt Mod ... Available below zBillboards_cancel (for JPN Sidewalk Mod RHD) - will remove blue Japanese billboards for this mod z_RHD_ped_overpasses. (for NekoPunch's ped overpasses) will put signals on the right side of the road for this mod z_ped_overpasses_signs_cancel (for NekoPunch's ped overpasses) will remove the signals for this mod SFBT GLR Mod (for BSC SFBT GLR Tram Mod) will adapt textures to fit with the Super Light Asphalt Mod zBillboards_cancel.zip z_RHD_ped_overpasses.zip z_ped_overpasses_signs_cancel.zip SFBT GLR Mod .zip
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