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Found 7 results

  1. A Neat Little Tool to use with the "Raise the UI Mod" Here is a tutorial explaining how to automatically raise SimCity 4's user interface (UI) when switching to windowed mode. This may specifically be useful for those who wish to alternate between running SC4 windowed and in full screen. Please Note To achieve this, it requires copying and saving simple command line scripts (.cmd), and adjusting relevant paths. The problem being, when running the game windowed and with a custom resolution, you may notice the taskbar inconveniently overlays the UI like so: To workaround this limitation, in Windows it's possible to use the "Auto-hide the taskbar" option from Taskbar Properties. This does what it says, and makes the taskbar hidden from view when not hovered over. However, this requires toggling back the setting once exiting the game. So while that works it's not the most ideal solution since to run the game windowed, it may be desired to have quick access to the taskbar at all times. A means of fixing this is by raising up the UI slightly. Then the taskbar can still be seen in full view while not obscuring the lower-positioned menu options in the game. A useful mod which does exactly this is the appropriately named Raise the UI Mod. Which upon installation in Plugins, will solve the problem like so: However... What if you'd then wish to play the game full screen, or often swap between both modes? Perhaps doing so would be useful if needing convenient access to other programs while playing. But later would like to change over based on your monitor configuration, or to benefit from the reduced memory usage in full screen. At least from testing, I found there was around 18% less system RAM used in a fully loaded large tile. This can be done manually by moving the mod in and out of Plugins when needed. But in terms of automating the process, that's where my little command line scripts may come in handy. Should that sound of interest, keep on reading on... Note: This is really intended for those comfortable working with batch files, and so this may not be the ideal solution for everyone. Prerequisites SimCity 4 Deluxe / RH installed and patched at least to the EP1 update. Digital versions other than Origin should come fully pre-patched. Although Notepad or a plain text editor will do the job, I recommend using Notepad++ to benefit from syntax highlighting. A Windows operating system (this has been tested on Win 7). Download the Raise the UI Mod created by @warrior. A local folder created outside of Plugins. Setting Up First of all, the initial step is to decide where you'd like to store the mod when not needed. This will be a holding folder and can be anywhere outside from your Plugins folder. Then when running the game windowed, it'll be moved into your Plugins so then the UI is raised accordingly. So either create a new folder, or copy the path of an existing folder where Raise the UI Mod.dat can be stored. A simple way of copying the path is by right clicking the location bar in Windows Explorer: Then click the "Copy address as text" option as highlighted. At the top of both scripts (which we'll get to in a moment), there are 4 adjustable options: File=<File Name> Description: This is the file name name of the mod, so needn't be changed unless renaming the actual file. E.g. File=Raise the UI Mod.dat PluginPath=<Path> Description: The location inside your Plugins folder to contain the mod. This can be in the root or inside a subfolder structure of your choice. Unless modified it should be the one in Documents. Leave out quotes since those are added in the main body of the code. E.g. PluginPath=C:\Users\<Account>\Documents\SimCity 4\Plugins HoldPath=<Path> Description: Here is the location of the holding folder where the mod will be stored. Use the "Copy address as text" method described earlier to make sure this is correctly specified. It can be set anywhere of your choice, providing the folder is fully accessible. E.g. HoldPath=C:\Users\<Account>\Documents\SimCity 4\Hold UI Mod TheGame="" "<Game Location>" <Shortcut Parameters> Description: It wouldn't be any use without starting the game itself, and that's what this option does. Here there are 2 variables which can be tailored specifically. The location of the game's executable file, and also the parameters (switches) used to set a custom resolution, toggle windowed or full screen, force SC4 to run on a single core, skip the intro, or any other such options. E.g. Disc based game: TheGame="" "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -w E.g. Digital game from GOG: TheGame="" "C:\GOG Games\SimCity 4 Deluxe Edition\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -w For a custom resolution, this must be specified to the desired screen width and height. The above examples represent my own monitor's size of 1600x900 pixels. The x32 at the end is the bit colour depth, which in normal circumstances can be safely left as is. Those using Steam or other launchers may need to experiment with workarounds to start the game directly for this to work. The empty quotes ("") at the beginning are required since they pass a null title in the command. However the rest of the command can simply be copied over from an existing desktop shortcut Target line, with the format being identical. Note: Where applicable for it to be valid, the <Account> path must be changed to the name of your user account. Windowed Script Here is the script for running the game windowed. It does the following: First checks whether Raise the UI Mod.dat is located in your Plugins folder. If found, the game is started using any parameters specified. If not present, it moves Raise the UI Mod.dat from the holding folder to your Plugins, before starting the game. Should the file not be found in the holding folder, a message pops up in a command window making that known. For Example (Modify custom paths as needed) @Echo Off Set File=Raise the UI Mod.dat Set PluginPath=C:\Users\<Account>\Documents\SimCity 4\Plugins Set HoldPath=C:\Users\<Account>\Documents\SimCity 4\Hold UI Mod Set TheGame="" "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -w If Not Exist "%PluginPath%\%File%" ( If Not Exist "%HoldPath%\%File%" ( Start "" cmd /C "Echo %File% not found in: &Echo( %HoldPath% &Echo( &Pause" Goto :End ) Else Move "%HoldPath%\%File%" "%PluginPath%" ) Else ( Goto :StartSC4 ) :StartSC4 Start %TheGame% :End Exit Important: For the game's parameters, it's essential the -w switch is used, or else the game won't be told to run windowed. Full Screen Script Here is the script for running the game in full screen. It does the following: Checks whether Raise the UI Mod.dat is located in your Plugins folder. If found, it moves the file back to your holding folder, then starts the game. If not found, it just starts the game, also using any parameters specified. For Example (Modify custom paths as needed) @Echo Off Set File=Raise the UI Mod.dat Set PluginPath=C:\Users\<Account>\Documents\SimCity 4\Plugins Set HoldPath=C:\Users\<Account>\Documents\SimCity 4\Hold UI Mod Set TheGame="" "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -CustomResolution:enabled -r1600x900x32 -f If Exist "%PluginPath%\%File%" ( Move "%PluginPath%\%File%" "%HoldPath%\%File%" ) Else ( Goto :StartSC4 ) :StartSC4 Start %TheGame% Important: For the game's parameters, it's essential the -f switch is used here, or else the game won't be told to run in full screen. Saving the Scripts Both work by saving them as command line scripts with the .cmd file extension. This can be done using any plain text editor, including Windows Notepad. Personally as hinted above, I would recommend Notepad++ for the benefit of the code syntax highlighting. It also handily comes with many other features for manipulating text, featuring a powerful find & replace tool with regex ability (advanced search mode). But in terms of what's required here as a simple copy, paste and save to file, these are just little extras which you may find useful for other projects in future. The end goal is to have both scripts saved, ideally for convenience to the same folder. For instance: The actual task of saving is very simple. I'll describe the steps for both Notepad++ and Windows Notepad using the windowed mode code. However as this part may well be self-explanatory, feel free to skip the following instructions and continue onto setting up the desktop shortcuts. Using Notepad++ OR Using Windows Notepad Creating Desktop Shortcuts To run either of the scripts, it's possible by navigating to their folder and double clicking on them. This will do the job just fine. However for accessibility and since it's probably what you're already familiar with, I recommend linking each via a shortcut placed on your desktop (or wherever is convenient). Then there will be two shortcuts – One referencing the windowed script, the other for full screen. Step 1 of 3 First make a copy of your existing SC4 shortcut. Or if you don't have one already, go to your game's installation path and open the Apps subfolder. Then right click the executable file ( SimCity 4.exe ), and in the context menu choose: Send to > Desktop (create shortcut). Then make a duplicate copy so you've got two exactly the same. Rename accordingly to whatever you'd like them called. For example: For the next steps I'll explain the process with the windowed shortcut. Repeat the same for your full screen one... Step 2 of 3 The next task involves editing the Target path in the shortcut. Right click and open the Properties. Then remove the current path pointing to the game's executable. This is no longer needed because the script does this part, along with passing the parameters to set a custom resolution and toggle between windowed or full screen modes. Then paste in the path to the script like so: Note: This can be easily obtained by navigating to the script, holding the Shift key, then right clicking and choosing the Copy as path option. If you copied in a path which didn't contain spaces, the quotation marks will automatically be removed from the Target line upon saving and opening the shortcut Properties. Those are only needed to preserve a path should there be any spaces included. Step 3 of 3 Click Apply, then OK and close the shortcut. Repeat for the full screen shortcut or vice versa. At this point it's good to go, but there is an additional adjustment possible should you wish... Addendum A big thanks to @CorinaMarie for inspiration behind this idea, helping me with technical aspects, and also sharing many valuable suggestions along the way. There could be other uses with this or similar techniques. For example, to potentially expand and tailor scripts specifically to: Move another mod file in and out, such as the Diagonal Bridge Enabler. Control sets of custom content by moving multiple files in and out of your Plugins folder as needed. Have a multiple choice option in the command line for using certain shortcut parameters. Log the time when starting SC4 to keep track of how long you're in the mayor's office. Create incremental backups of your Regions before starting the game. So that brings this tutorial to a conclusion. Once you've saved both scripts and created the shortcuts, the game can then be fully enjoyed in either full screen or windowed mode with a simple double click. Hopefully this may come in useful and even inspire other possibilities. Be creative! Any feedback, comments or questions welcome.
  2. I have always wonderd if anybody else has ever noticed that the Rotate function in SimCity 4 Deluxe is reversed? My SC4 install is on a Windows 7 machine. When I hover over the rotate map arrow on the left, the pop up says 'clockwise' and the arrow does show the clockwise direction. When I click on it, the map rotates counterclockwise. When I hover over the rotate map arrow on the right, the pop up says 'counterclockwise' and the arrow does show the counterclockwise direction. When I click on it, the map rotates clockwise. As far as I can remember, my SC4 has always done this. Even when I had it installed on my XP desktop. Just curious, is this common knowledge? Has anybody else noticed this on their game? I know it's not a big deal, and I have adjusted to this idiosyncrasy, but sometimes it bothers my sense of engineering logic. At least the zoom +/- works correctly. I wonder what other idiosyncrasies people have noticed.?
  3. I have been reading through the Bugs & Tech forum looking for solutions. I did find some, like "-f" in my target string to get rid of that clunky window, but the most puzzling problem persists. When I first started playing SC4 just a few weeks ago I was able to set the graphics to whatever I wished or at least as much as allowed by the options panel. I added NAM and all worked fine. I added "C:\Windows\System32\cmd.exe /c START "high priority sc4" /high" and all worked fine for a short time. About the same time I investigated cheats. I'm pretty sure I didn't actually use one, just looked to see what was possible. Then I noticed clouds where previously there were none. I noticed my tooltips had changed, they were now black and white. Distinct shadows had appeared. I checked my graphic settings and nothing had changed: clouds unchecked, color cursor checked, shadows low. Didn't matter how many ways I manipulated these settings, turned off and on the game or computer, the actual graphics would not change. It's like the graphic options panel is just decorative. Then I saw a suggestion to change to software rendering. My first impression was that it fixed the problem! But no, the clouds and shadows were gone along with the annoying window but now I had waves (yes, that's unchecked too) and still black and white cursor. To my surprise when I checked the graphic options only 2 boxes were checked: software rendering and 16 bit color. No, no, no, it should be 32 bit, I never touched that, and I can see no on screen difference from 32! All other boxes were empty. I mean all the high, medium and low boxes were unchecked. I've opened and quit the game a number of times now and this is how the graphics panel appears when I start up. I laboriously though uselessly recheck the boxes to my liking, including returning to hardware rendering without the slightest effect on the graphics. This problem does not have any effect on gameplay but it is freaky. I have no real idea where my graphics are set right now. My specs: Windows 7 Home Premium 4 - Intel(R) Core (TM) i5-3550 CPU @ 3.30GHz NVIDIA GeForce GTX 560 My current target string: C:\Windows\System32\cmd.exe /c START "high priority sc4" /high "D:\Games\Sim City 4\Apps\SimCity 4.exe" -f -intro:off -CustomResolution:enabled - r1920x1080
  4. UI problem. There are times when scrolling through a building/utility menu that no icon displays and you would need to scroll down four or five items to be able to select the item that you originally wanted. There are cooling tower/smoke stacks that should be selectable in this instance but they are only selectable by scrolling down past where they would display but nothing is displaying. This is how it looks ingame; Second problem is with the budget and in particular the city beautification and utilities expenses. There have been a couple of buildings, most notably Taipei 101 that you are charged for their maintenance, however even when the building is removed the charge remains and if the building were to be subsequently built again the charge stacks on top of the existing costs that ought to have been removed. Any suggestions? Thanks in advance.
  5. Version 2.0.1.2.1.0.5

    750,592 Downloads

    Please take 5 minute read before downloading Akar, thank you. Akar is a mod that changes the UI (User interface) by adding new menu's as well as sub-menus. It provides a user friendly as well as keep everything organized, eliminate the cluttered and unorganized items. Current version works only in Offline mode. Akar is all around mod that holds every mods ever created to be implemented into the game. At this early stage, you may find mods conflicting between old and the new, we are working on that part for modders have to update their files. It is actually nothing to be concerned of but we are working on that said subject. Not Compatible with : • BoC • UDoN-Addon • Bridge and Tunnel mod Please Read "ReadMe" file in Akar and Avalon for LowRes and HighRes users. How to install? 1. Download all Rar files. 2. Right click the rar file > Extract 3. Please read "ReadMe" file before installing Akar or Avalon 4. Copy and paste the package file into your SimCityData folder. Currently, Akar has 7 new menus and 60 new Sub-menus including 2 Optional Sub-menus. This addition will allow modders to add their mods in its respective directory without flooding a singular menu, as for users are now pleased with the organized items rather than scouring through massive singular menu. Custom Content menu is available along Akar base file, It is empty till modders adds new content in it. Extended boundaries (Orion) is one part of a combination of mods that enhance the experience outside the 2k limits. Orion, regional roads, regional UdoNs and RCIHC Plop All (Residential Commercial Industrial Hotel and Custom Building Plop) are designed to extend the city experience by working together as a collective set of enhancements. RCIHC Plop All (Residential Commercial Industrial Hotel and Custom Building Plop) can work independently by allowing zone enhancement and even zone locking on its own but its ultimate purpose and enhancements was the combined use with the other mods to create an expand experience outside 2k limits. With all the mods for Orion installed such as Avalon, regional roads, regional UDoN etc, users may find their menu cluttered or lags. This is where Akar was born to create, to subcategories each mods that flooded the original menu. Akar is a child from Orion and Avalon itself. Here, we will list every mod that may be favorable for Orions: Package include 2 files, You need to paste both files in your SimCityData folder."003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package""002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1_2_Avalon". You MUST have Akar base file "000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar" for this to work, make sure you download and paste it in your SimCityData folder first. How to install? 1. Download all Rar files. 2. Right click the rar file > Extract 3. Copy and paste the package file into your SimCityData folder. 4. Launch the game. 5. Save the game. 6. Quit the game. 7. Relaunch the game. 8. Resume the game. UPDATE : 15th Aug 2014 All New Icons. Note : User may see Burger King and McDonalds in the menu, its is advisable to have them alongside Avalons until we figured out how to recover the replacement original model of it. If you installed MagLev as Subway by MaxisGuillaume. I've made a Subway submenu within the Mass Transit. This is entirely optional, users may or may not need this. (currently an empty Map data, users may need to rely on Maglev's map data for now) If you installed Offline-Only Mod: "Park Bench" by Xoxide. I've made a Decorations submenu within the Parks menu. This is entirely optional, users may or may not need this. As it stands, modders are now about to add more items in this directory. Be sure to get them. If you installed The SimCity Decoration Pack by Danny50205. I've made a "Plop Anywhere" submenu for that very purpose. Currently this only applies of HighRes users only. Coming Soon for LowRes users. Stay Tune. Package include 1 file, "001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet".You MUST have Akar base file "000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar"You need to install the Original Coastline and Waterways path and tools.You need to install the Original UDoN 1.8 (Only)You need to install the Original Xoxide's Pedestrian Path Highly Recommend Mod: Be sure to follow HygaHinata's files for updates Regional Tunnels (Streetcar and Heavy Rail)Regional Pedestrian Path Tunnels (Sidewalk Tunnels)Regional Tunnels (Streets and Avenue)Regional Bridge (UDon)Regional Subway TunnelsRegional Water RoadsRegional Elevated Railway (Oppie's EL Train Station) Not Compatible with : RegionalRoad-1.6.packageRegionalUDoN.packageUDoN 1.7 and and all previous version Roads Menu : SubMenu StreetsRegional StreetsUDoNRegional UDonCustom RoadsWaterways Streets Submenu : Includes all the original in-game Roads as well as Service Roads from Oil Well, Wind Power Plant and Garbage Dumb Regional Streets : Includes all the original in-game Roads with regional properties as well as Service Roads from Oil Well, Wind Power Plant and Garbage Dumb Custom Roads : Includes Regional and Non Regional Amusement Park walkway, and SkyeStorme's Regional Freeway. (Modders may add their custom roads in this directory) Waterways : Includes Regional Waterway, Regional Waterway (Wide), Regional Coastline UniDirectional Networks Menu : Submenu NEW StreetsRegional StreetsRampsRegional RampsHighwayRegional Highway Additional Properties : Fix University's Pedestrian Path to be work outside 2k boundary. (Regional)Personalized each regional roads with its respective names.Added Regional Icons.Added Regional Service Roads (based on Oil Well's service roads)Added Regional Pedestrian Path to be use outside 2k boundary - Special Thanks to HyugaHinata Parks Menu $,$$,$$$ Regional Xoxide's Pedestrian Path University EDIT Mode Regional University's Pedestrian Path Mass Transit Trains/StreetCar Regional Heavy Rail TracksRegional Streetcar TracksRegional High Density Street Car Avenue Funshine Amusement ParkEDIT Mode, Wheels of Wonder Amusement ParkEDIT Mode, Thrilland Adventure Park EDIT Mode Regional Amusement Park WalkwayRegional Mini-Train Tracks UPDATE : 21st Aug 2014 Rearrange all UDoN RoadsUpgrade UDoN roads (thank to HyugaHinata)Please Download UDoN 1.8 and Remove all previous UDoN version) UPDATE : 29th Aug 2014 - Fix Regional Amusement Park Walkway- Fix Amusement Park Mini Train Tracks- Fix Service Road (Wind Power Plant)- Fix Service Road (Garbage Dump)- Fix Service Road (Oil Well) - Added Pedestrian Path Submenu- Rearrange all Roads and Ped Path. We understand that users may not need certain Roads that's been added into the game. We will break it down so that users may use based on he/she needs. For now AkarRoadsSet offers every roads available to cooperate with Project Orion. BONUS for CoT Users Only. Added Regional Extraction Pod Pipeline for Omega Factory EDIT ModeGet your Parklets here!!!
  6. What is Project Akar? Akar means "root" Akar is a mod that changes the UI (User interface) by adding new menu's as well as sub-menus. It provides a user friendly as well as keep everything organized, eliminate the cluttered and unorganized items. Current version works only in Offline mode. Image one : New Menus (Subject may change in future release) Currently, Akar has 5 new menus and 36 new Sub-menus. This addition will allow modders to add their mods in its respective directory without flooding a singular menu, as for users are now pleased with the organized items rather than scouring through massive singular menu. Image two : New Sub Menus All RCI plop (Project Avalon) mod Solution. Credit to SethySquirrel for his image to be use in RCI plop New Custom Content Menu : This is where it is advisable for Modders to add new items that is not categorized in any of the in-game's directory into SimCity. Modders also able to add their own SubMenu, example such as "John Doe's Mod" or "The Simpson's Mod" or even "Gotham City Mod" etc All RCI plop wasn't crossed my mind when constructing this mod, it was intended to get Orion's regional roads, regional UDoN, UDoN, Service Roads as well as normal roads a bit organized. That is where the idea comes in, to make Akar as all around must have mod. Its not just for adding All RCI, it's also an influence for the modding community to continue create custom content and Akar has provided its place. For now, I didn't add All RCI properties in its respective directories mainly because still waiting for an advise from the original author. Will give an update on that soon. 4/7/2014 via email: All RCI plop has given a go ahead by NiclistinRedd . BoC intergration with Akar. Akar and BoC mod by Procskalone are totally two different interface. Therefore, you may choose only one. It is possible to add BoC in Akar, as above, will give an update on that soon. For Modders. How to add contents in Akar? Once you have your package ready, and wish to be added in one of Akar's menus/sub-menus. Go to your Menu2 property File and change the uiToolCategory's instanceID and replace them with any Akar's instanceID menus where you feel its a right place for your content. Method 2 : Right click uiToolCategory "Add Array Item..." for extra instanceID link List of Submenus IDs : For reference (High Res) 0xb514777a - Vanilla Streets 0xb514777b - Regional Streets 0xb514777c - UDoN 0xb514777d - Regional UDoN 0xb514777e - Custom Roads 0xb514777f - Waterways 0xb514778a - RW1D1 0xb514778b - RW1D2 0xb514778c - RW1D3 0xb514778d - RW2D1* 0xb514778e - RW2D2* 0xb514778f - RW2D3* 0xb514779a - CW1D1 0xb514779b - CW1D2 0xb514779c - CW1D3 0xb514779d - CW2D1* 0xb514779e - CW2D2* 0xb514779f - CW2D3* 0xb514780a - IW1D1 0xb514780b - IW1D2 0xb514780c - IW1D3 0xb514780d - IW2D1* 0xb514780e - IW2D2* 0xb514780f - IW2D3* 0xb514781a - CHW1D1 0xb514781b - CHW1D2 0xb514781c - CHW1D3 0xb514781d - CHW2D1* 0xb514781e - CHW2D2* 0xb514781f - CHW2D3* 0xb514782a - M.Landmarks 0xb514782b - H.Landmarks 0xb514782c - N.Landmarks 0xb514782d - C.Resorts 0xb514782e - C.RCI 0xb514782f - Misc 0xb514783a - Subway 0xb514783b - Decorations 0xb514783c - RW3D1* 0xb514783d - RW3D2* 0xb514783e - RW3D3* 0xb514783f - CW3D1* 0xb514784a - CW3D2* 0xb514784b - CW3D3* 0xb514784c - IT3D1* 0xb514784d - IT3D2* 0xb514784e - IT3D3* 0xb514784f - CHW3D1* 0xb514785a - CHW3D2* 0xb514785b - CHW3D3* 0xb514785c - Plop Anywhere - It is advisable not to add anything more into Avalon's Submenu's. * - Not included in LowRes version. Trivia :
  7. Doc's Greyscale UI

    Version 1.1

    3,330 Downloads

    Minor Update 03-26-2014 8:00am Description: I present to you my customized greyscale UI. This is now a final product. This is a full transformation that removes the blue colors from your interface, including all buttons, and replaces then with shades of grey. I also have adjusted some text and some location of elements. You'll find this is a small file that doesn't noticeably impact load times. I have not noticed any sort of performance impact. I hope you enjoy the change! Note: Urgent advice dialogs (which can be turned off) are still default colors. Install/Uninstall: Unzip the download and place the .dat file into your ..../SimCity 4/Plugins folder. Remember to remove any previous versions of this UI or any of my other UI skins to avoid conflicts. Notice: I have designed this to work with UI translucency turned on in the graphics options AND a minimum resolution of 1024x768. You will experience different results without UI translucency option turned on, such as ugly shadows, jagged edges, missing or solid colors where pieces of translucent UI belong, and some old blue UI remaining. Please bring any anomalies to my attention and I will attempt to address them. Please play with UI translucency turned on for intended results. I have figured out how to make my UI work better with the option for translucency turned off but I will not be refining that version to look better since there isn't a reason UI translucency should be turned off with a decent PC.
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