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Showing results for tags 'warning'.
Found 10 results
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RESOLVED, SEE BELOW. When I started the game today, I got this message: It is the first time I got this message, and my other cities don't show it. Is it harmful to keep playing? Anyone know what's missing? Just an hour ago I tested the WestWindStreet mod by hugues aroux but that worked fine. As said, I have never seen such a message. Okay after some more googling it found this topic https://www.sc4devotion.com/forums/index.php?topic=1401.0 about the same message. It appears the number shown by SimCity is a decimal representation of the missing exemplar's Instance ID. Conversion of the decimal to hex: 3AC328B0. Which leads me to Glenni's Farngaten 18. Destroying the building in my city, saving and reloading: no more message. Redownloaded the files for the plugin (seemed to be missing some), restarted the game and built the Farngaten landmark in an clean city. No more warning! No idea where I went wrong in the original install, but alas. IN CONCLUSION: The above "plugin pack" converted to hex, found corresponding plugin, redownloaded plugin. All works. I have resolved this particular issue but will leave this post up for future reference. Mods, feel free to lock the topic.
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Warning - W32.Rontokbro@mm worm in BSCMEGAProps_MJB_Vol2.exe
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Warning to all the modders and a heads-up for the Admins. I have run an anti-virus scan on one of my flash drives, and it has discovered a Win32/Brontok family worm in the BSCMEGAProps_MJB_Vol02 installer. Note that I am not referring to the installer per se. The file is actually embedded inside the installer. W32.Rontokbro@mm is a known threat and not a false-positive. It is not a part of the original file. I recommend anyone using this file to scan your system if you don't do it regularly after downloading. Again, this is a known threat and there is absolutely no reason why you should tolerate it on your system. -
Version 1.0
15,113 Downloads
This is a mod which visually alters the UI button labels for Save and Exit (and Save and Quit), to highlight the risk of using this one-step method. Two options are included. The first option disables that choice completely. The second simply renames the buttons, but continues to perform the same function as before. Background Information Regardless of how the save is initiated, the game writes out the city tile's game data which is in memory to the save file, along with updating neighbouring tiles. The potential problem can occur when using either of the and options (Save and Exit or Save and Quit). Apparently Maxis never envisioned the sheer quantity of custom content many of us use today. When using either and option, the game code only allows a certain amount of time for the save to occur, before it proceeds to initiate the Exit or Quit. Should the save process not be completed when this happens, the save file will likely be corrupted. Subsequent loading of a corrupted tile will either immediately crash to the desktop (CTD), or the whole city tile will be missing and show as a flat area in the region view. Exceptions Many times the one-step process is perfectly fine to use. Examples include when terraforming a region by hand, going through Mapper generated tiles to update the snapshot previews, or planting trees such as using the Flora Blast function. It's just the dangers of corruption become heightened when doing this for established cities with lots of development, and crucially featuring an abundance of custom content. Purpose of this Mod The idea is to discourage the one-step process for saving. My mod provides options to modify both the UI dialogs for saving, and changes the text shown on the buttons. It does not save the game automatically, nor display any reminders to save. By changing the appearance of the dialogs, this only intends to be a visual cue making this less desirable in normal circumstances. Variations Included There are 2 variations available. Pictured below are previews of each of the "Save and Exit to Region" dialogs. The same style is also done for the "Save and Quit" dialogs. As follows: Option A This is designed for those who wish to ensure they never accidentally Save and Exit. It completely prevents the button from being clicked out of habit. Regular direct saves (Ctrl+S) or clicking the Save Icon still work as they always have. Option B This simply renames and styles the button as pictured. When clicking the top-most button highlighted in red, it still operates the standard function for saving and exiting just the same as always. It intends to be a visual clue so you're reminded of the potential risk. Option A is the safest choice, since it's then not possible to trigger the one-step process for saving a tile. Option B is provided for those who are aware of the risks, but want a visual reminder each time when prompted at the save dialog. Is the saving process changed? No, not at all. Of course, there's still that potential risk for a city to become corrupted when saving with the direct one-step method. However, my mod alters nothing in the code with what the game's save routine does. In terms of functionality, it's still available when using Option B exactly how it is by default. Option A prevents this from being triggered at all. The recommended simple strategy is to make a habit of saving using the standard Save function. My mod merely encourages the use of such. This can be done using the first button on the options panel at the bottom, or using the Ctrl+S keyboard combination. A confirmation dialog will appear after saving. Upon clicking the button: A dialog is shown like so: Once this appears, it's safe to click OK and proceed to exit or quit as the next step. If so for the 2nd step after saving, you then select either Exit Without Saving or Quit Without Saving. (Remember you just saved it the regular way in the 1st step.) Important Note It's worth mentioning how in any situation, switching focus from the game while saving is a very bad idea. This is also known to result in city tile corruptions even if using the regular save and not exiting the tile. So just remember to keep SC4 in view and not changing to another program (even if using Windowed mode). In other words, simply clicking another window removes focus from the game and has the potential to corrupt the save. Always wait for the save to complete before doing anything else. Additionally, making regular full backups of your Regions folder is always a very wise idea. That way should you wish to restore a city in the event of issues occurring, or simply wanting to rollback to a previous instance for other reasons, it's a simple case of copying back individual named region subfolder (or the tiles inside). See this topic for an overview of the basic process. Installation This mod uses the standard process of installing SC4 content. There are no dependencies. Only ONE Option can be used at once. First choose either of the 2 available zip files when clicking the Download button. Contained within each zip archive are the following: Option A SaveWarning_Disable_Exit_Quit.dat Option B SaveWarning_Message_Button.dat Copy either of the above .dat files into your Plugins folder. Hopefully this might prove useful. Special Mention A big thank you to @CorinaMarie for helping and supporting me with ideas for this project. Cori has given valuable input on ways it should best be implemented, and also for encouraging me to finally get the mod dusted down, polished up, and released. -
I've also been battling a missing plugin pack warning, but when I converted the decimals into hex and looked them up in the Catty-log, they correspond to three files that are already in my plugins. They are all port enablers in BSC ports 3.1: (45DA8C3E, 3538ACA2, 156E7509) v3_Enable BRT Seaport.dat v3_Enable BLS Oil Port.dat v3_Enable BLS Container Port.dat So if I'm getting a warning about a file that's in my plugins, then what do I do next?
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Think twice before uploading an asset that was saved before the 1.8 update, it seems that it fails to load. Also be careful when updating an older prop pack, you will likely need to resave all the assets in the pack. Speculation - the game considers a newly published/updated asset as the new file format, while the actual files are the old format, so they fail to load completely. This requires loading the asset and resaving it. (Not reimporting, just resaving) I updated the theme decals mod yesterday, and all the decals failed to load, I had to resave all of them, thankfully I could update the mod. BUT this happened to Jerenable and Armesto - they published assets that were saved before 1.8, so they failed to load, but what's even worse the asset was so broken it showed the incorrect picture in the content manager, and the asset couldn't be updated either, as the content folder couldn't be opened. So they had to republish it as a new item.
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warning Microsoft continues 'bullish' Windows 10 upgrade tactics
Cyclone Boom posted a topic in General Off-Topic
So the aggressive Windows 10 upgrade tricks continue... http://www.pcworld.com/article/3073457/windows/how-microsofts-nasty-new-windows-10-pop-up-tricks-you-into-upgrading.html (There's also a BBC report). Be careful guys. Microsoft has now made it so closing the upgrade popup (using the X) now gives consent to the upgrade. Seriously, what kind of legit program accepts an action when you attempt to close it?! It's just like malware. Let's not forget this is the entire operating system, not just a standalone app being upgraded. Even for the average home user, it requires at least some basic thought and preparation (i.e. backups). They're trying to make the upgrade too simple, and Win 10 sound essential. Don't be afraid to proceed -- Windows 10 may well have some benefits. But people have reasons for choosing to postpone it or not upgrade altogether. Whether due to compatibility (such as legacy software like SC4) or just being familiar with their current setup. You keep hearing in the news of users with broken systems after upgrading. Just type in Google "computer broken a", and see what pops up. Such issues can be resolved, although not everyone is prepared or has the time to resolve them. Tricking people like this is not acceptable. It's causing inconvenience, hassle, and at worst rendering their machine unusable. For a couple of years now, personally I check each update individually, making sure such junk isn't installed in the first place. There's limited official info about each Windows update, but you can usually find out by waiting a week or so after release, then searching the KB number. However, for users with automatic update settings (the recommended), it's opening the door for this kind of thing to happen. Has anyone here been affected by this? Update: It would seem Microsoft has responded to the outcry from users: http://www.bbc.co.uk/news/technology-36376962 This is an improvement, but really it's still far from ideal.- 78 Replies
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Since this is the third such thing I've noticed in a small space of time, I figured I would make sure everyone was aware of the issue. I've just received the 2nd PM in a couple of days, basically just asking for my E-mail address. One so an old friend could contact me, another with the enticing prospect of talking with a woman (probably a guy in Ghana or some such place). In addition, I noticed a number of users seemed to get unsolicited profile comments which also screamed "SCAM" at a glance recently. So yeah, be on your guard people.
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Seizure Warning | SimCity 4 (Deluxe) - Part 2
CapTon posted a City Journal entry in Let's Play SimCity 4
NOTE: Screen flashes multiple times due to my idiocy. Please either click away or watch at your own risk. -
Version 1.0
1,836 Downloads
This pack contains 3(4) unique sirens for the player to use within their cities. A Whelen 2750, a Whelen 3016 and a Federal Signal 2001 siren. There is also a Whelen 3016 positioned on a 45 degree angle. This package also provides a prop file for each siren type. There is a total of 8 1x1 lots to choose from. Two for each type of siren, one on grass and the other on urban/high density concrete. They can all be found in the Park Menu. They moderately boost both residential and commercial desirability within their effect range **(Approx. 1/4 4x4 Large City Plop), as well as the mayors approval rating. No dependencies. **Their effective range is set at 512 cells (city wide) for now. Low to moderate effect. With some of the free time I have recently obtained I've decided to get back into SimCity 4 and build a new region. I had lost my old up-to-date main one (along with some other things) due to a hard drive failure a while back. Yes, I make back ups but it fell on really bad timing/old hd formats prior. Over the years, I've been kind of surprised by the lack of emergency sirens for customization and eye candy within our cities. So after redesigning the core layout for my new city I've decided to start refreshing my BAT abilities and create some of my own to use within my city, along with recreating the few things I had made before that I also lost due to the hd failure. I never really experimented with BAT or got too hardcore with creating my own custom content for SC4 in my early Sim years. I really only started making a couple BAT creations shortly before I shelved my SC4 activities for quite some time. I had originally planned to create a Federal Signal Thunderbolt siren to go with this pack while making the models the other night but I've decided to wrap this up for now so I can move on. I want to finish working on my city's Service Department AKA Public Works HQ and main yard, a recreation of my first SC4 BAT model/building. Look for its appearance on Simtropolis soon. -
Version 1.0
3,254 Downloads
These directional warning signs are to make sure your Sims don’t drive of that cliff you have in your city that has a sharp curve. To make sure the trucker sims don’t drive so fast around the curve that they’re truck tips over. These signs are for just about everything! I have not been able to find a more complete set then this one. So come on and make your city a safer place*. *Not designed to interfere with traffic (eye candy). Feel free to use as a dependency in your uploads, but list this as a dependency, and do not re-upload. 270* Loop Left/Right Cross Intersection Curve Left/Right Divided Road Start/End Hairpin Curve Left/Right Lane Transition Left/Right Merge Left/Right T Intersection Y Intersection Partial Y Left/Front/Right/Back Reverse Curve Left/Right Reverse Turn Left/Right Roundabout Intersection Side T Intersection Left/Right Truck Rollover Warning Turn Left/Right Two Arrows Two Way Traffic Winding Road You may notice that there are only 19 signs listed. That is because some signs have left/right/front/back/start/end counterparts.

