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PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Actually just no medium-high rises in the 1x1 medium tile density would suffice. My mods are flavoured enough to work out the rest. That's why I'm just deleting the ones that do exist.

Just ranting more about the fact I can't control zoning density on a finer level.

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Tai
Mar 8, 2006
It's worth checking out mattb325 on simdevotion. It's a bit more posh then those halifax lots, they look great and do fit in well with a middle class detached east Atlantic suburb.

Best way to view all the low rise stuff (and mattb35) is to hit power search at the top, go to LEX category and hit residential small. You can add an author in too like spa or matt etc/

You might already know this but might as well mention it just in case.

Shibawanko
Feb 13, 2013

Tai posted:

I've avoided his stuff actually because gently caress ME he can't loving make proper prop files. Nope, the stupid oval office currently has 24 different packs. Why he can't combine them I don't know...

Simcity 4: The stupid oval office currently has 24 different packs.

Curvature of Earth
Sep 9, 2011

Projected cost of
invading Canada:
$900
New city map for my bizarre and nonsensical region:

FAT32 SHAMER
Aug 16, 2012



idk how I did it but it seems that a good chunk of the reason why the MacPack v1.0 has a lot of brown boxes is because I somehow missed a lot of the .SC4Model files. I probably overlooked them while I was using FileJuicer :doh:. That being said, I believe that I've tracked down a good chunk of the farm brown boxes, but I'm still testing so that most, if not all, of the brown boxes will be fixed by the time I release MacPack v2.0 (which has a load more buildings as well as functioning terrain mods picked from the OF pack). So far my current plugin folder is 1.6GB with 1600 items, so I believe that I'll be able to add quite a bit more stuff, especially once I go through and get rid of any double (or triple) dependancies since Cleanitol doesn't work for Mac even through Wine.

One final thing to note about the MacPack is that you will occasionally see beach balling, but depending on your HDD (I have a MBP Retina with the 512GB SSD) it is just taking a minute to load and you shouldn't experience any CTD's or ForceQuits.

Sneak Peek:
Before:

After:


Can anyone recommend a good seawall set, btw?

FAT32 SHAMER fucked around with this message at 20:24 on Jan 22, 2015

Anomalies
Mar 1, 2010

Tusen Takk posted:

Can anyone recommend a good seawall set, btw?

Marrast's set is a classic. For something more industrial/realistic, nbvc's set is great and has two addon sets. He also has a marina set that includes seawalls in it as well.

Pegasus has a few such sets with boardwalks and such, but I know at least one of the sets can lead to prop pox.

There's a few high quality ones on sc4devotion, but like almost every file on there, they have tons of dependencies.

Nition
Feb 25, 2006

You really want to know?
Unfortunately SimCity 4 is still missing the mod it seems to need most: One that automatically adjusts the budget sliders to just exceed current demand.

FAT32 SHAMER
Aug 16, 2012



Anomalies posted:

Marrast's set is a classic. For something more industrial/realistic, nbvc's set is great and has two addon sets. He also has a marina set that includes seawalls in it as well.

Pegasus has a few such sets with boardwalks and such, but I know at least one of the sets can lead to prop pox.

There's a few high quality ones on sc4devotion, but like almost every file on there, they have tons of dependencies.

Thanks man!

triplexpac
Mar 24, 2007

Suck it
Two tears in a bucket
And then another thing
I'm not the one they'll try their luck with
Hit hard like brass knuckles
See your face through the turnbuckle dude
I got no love for you

Tai posted:

I'm pretty sure it's in transport > Misc transport and there's various mods with dirt roads. Look for the log icons. Big selection there.

FYI I found dirt roads under the standard road category. There is SAM starter pieces that give you all sorts of different options. Then you just drag standard streets to extend the new style.

There were logging roads too, where you said they'd be under Misc.

Tai
Mar 8, 2006

triplexpac posted:

FYI I found dirt roads under the standard road category. There is SAM starter pieces that give you all sorts of different options. Then you just drag standard streets to extend the new style.

There were logging roads too, where you said they'd be under Misc.

Yup, there's those also. I typically use the dirt roads that are part of Peg's logging camp pack. Bit more of a fiddle to use but I prefere the extra tit bits it adds to it. Plus the curves are better I feel.

kinnas
Jan 28, 2008
The Case of Martin Heidegger, Philosopher and Nazi Part 2: The Cover-up
I have gone off the deep end, through the rabbit tunnels and emerged on the other side.

After fruitlessly looking around for a chainlink fence mod sans ground texture I decided to make one myself. Or well took some airport fence mod and modded it some more. Figured I might as well share it so you too can sperg around for hours on end boxing in your industrial estates and whatnots. Keep them drat teenagers and hooligans off your train tracks! :arghfist::v:







Here's the file. There's:

a single fence piece
a 3x long one
a 2x1 transit enabled security gate which connects to streets (but not roads I don't think?)
an inner corner
and an ugly-rear end diagonal.

They appear on the parks menu pretty high up.
Sperg beware! The barbed wire is angled such that the base lot is outside and "boxes in" the estate you want to surround. On that factory pic the fence sits on the grass square and the paved ground inside is other industrial filler stuff. So you'll usually want to line stuff with fences from the outside. Y'know, if such things matter to you.

Just drop it in your SimCity4/Plugins folder. The modding tool thing tells me you need BSC Mega Props - JES Vol01.dat which I guess is where I got the chainlink fence prop from. You probably already have it if you have any mods or a modpack installed. Also you'll probably want to delete the diagonal one, it's ugly as sin since I couldn't find a proper diagonal fence prop piece anywhere.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
How is it you painted sand/rocks on top of tiles (Second image)? I didn't think that worked.

kinnas
Jan 28, 2008
The Case of Martin Heidegger, Philosopher and Nazi Part 2: The Cover-up
That's some mayor mode ploppable rubbish. Pretty sure you can throw them on pretty much anything?

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Mayor mode or terraforming mode? I tried creating a rocky pier in my city last night and got really frustrated because it absolutely would not let me paint rocks nearby/overlapping with my Marrast tiles.

kinnas
Jan 28, 2008
The Case of Martin Heidegger, Philosopher and Nazi Part 2: The Cover-up
Mayor mode definitely. The lots underneath are industrial filler parks or maybe landmarks, not sure. I wonder if those Marrast tiles are in some peculiar plop resistant category? Or might be there's some slope angle allowance issues.

FAT32 SHAMER
Aug 16, 2012



kinnas posted:

I have gone off the deep end, through the rabbit tunnels and emerged on the other side.

After fruitlessly looking around for a chainlink fence mod sans ground texture I decided to make one myself. Or well took some airport fence mod and modded it some more. Figured I might as well share it so you too can sperg around for hours on end boxing in your industrial estates and whatnots. Keep them drat teenagers and hooligans off your train tracks! :arghfist::v:







Here's the file. There's:

a single fence piece
a 3x long one
a 2x1 transit enabled security gate which connects to streets (but not roads I don't think?)
an inner corner
and an ugly-rear end diagonal.

They appear on the parks menu pretty high up.
Sperg beware! The barbed wire is angled such that the base lot is outside and "boxes in" the estate you want to surround. On that factory pic the fence sits on the grass square and the paved ground inside is other industrial filler stuff. So you'll usually want to line stuff with fences from the outside. Y'know, if such things matter to you.

Just drop it in your SimCity4/Plugins folder. The modding tool thing tells me you need BSC Mega Props - JES Vol01.dat which I guess is where I got the chainlink fence prop from. You probably already have it if you have any mods or a modpack installed. Also you'll probably want to delete the diagonal one, it's ugly as sin since I couldn't find a proper diagonal fence prop piece anywhere.

This is so going into the MacPack, nice work man!

I, too, went down the rabbit hole. I discovered how to use the digger lots and make sunken highways like how we have here in Michigan.

A few of the highways here in Metro Detroit are designed to hold floodwater and are basically canals with highways on the bottom, like this. I wish there was a way to emulate this in SC4 :sigh:

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



:negative: For some reason when I try and save a large region that has been fairly well built-up (whether with population or farms or whatever else doesn't seem to matter) I get reliable crashes. I've tried to put the finishing touches to a region that's about 60% farms, 5% town, and the rest mountains and forests like three times but no dice. I don't understand because I'm on a real powerhouse of a machine. I know that SC4 works or not depending on what the haruspex said about the goat's liver today, but this is galling because if there's one crash I shouldn't be hitting, it's any kind of memory or RAM limitation.

Well, here's my little region that I was thoroughly enjoying until I hit this wall. Was going to actually try to coat it in farms before going back to build it up.

Ms Adequate fucked around with this message at 05:22 on Jan 24, 2015

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!

Tusen Takk posted:

This is so going into the MacPack, nice work man!

I, too, went down the rabbit hole. I discovered how to use the digger lots and make sunken highways like how we have here in Michigan.

A few of the highways here in Metro Detroit are designed to hold floodwater and are basically canals with highways on the bottom, like this. I wish there was a way to emulate this in SC4 :sigh:

So is there a quick and easy way of doing these sunken highways or do I have to use a hole digger lot then place single roads along the entire route to flatten it out?

Mister Adequate posted:

:negative: For some reason when I try and save a large region that has been fairly well built-up (whether with population or farms or whatever else doesn't seem to matter) I get reliable crashes. I've tried to put the finishing touches to a region that's about 60% farms, 5% town, and the rest mountains and forests like three times but no dice. I don't understand because I'm on a real powerhouse of a machine. I know that SC4 works or not depending on what the haruspex said about the goat's liver today, but this is galling because if there's one crash I shouldn't be hitting, it's any kind of memory or RAM limitation.

Well, here's my little region that I was thoroughly enjoying until I hit this wall. Was going to actually try to coat it in farms before going back to build it up.



I used the Calidore region before myself, really enjoy it. lovely you're having problems.

FAT32 SHAMER
Aug 16, 2012



Poizen Jam posted:

So is there a quick and easy way of doing these sunken highways

Not that I've found, no. Just make sure to use two15m hole digger lots next to each other then step it out.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Shame. It gets real tedious if you use RHW with more than 2 lanes.

kinnas
Jan 28, 2008
The Case of Martin Heidegger, Philosopher and Nazi Part 2: The Cover-up

Mister Adequate posted:

:negative: For some reason when I try and save a large region that has been fairly well built-up (whether with population or farms or whatever else doesn't seem to matter) I get reliable crashes. I've tried to put the finishing touches to a region that's about 60% farms, 5% town, and the rest mountains and forests like three times but no dice. I don't understand because I'm on a real powerhouse of a machine. I know that SC4 works or not depending on what the haruspex said about the goat's liver today, but this is galling because if there's one crash I shouldn't be hitting, it's any kind of memory or RAM limitation.

Well, here's my little region that I was thoroughly enjoying until I hit this wall. Was going to actually try to coat it in farms before going back to build it up.



Have you run the ram patcher thing? I had a similar problem until I remembered to repatch my exe.

Jugderdemidiin
Oct 6, 2013

Poizen Jam posted:

So is there a quick and easy way of doing these sunken highways or do I have to use a hole digger lot then place single roads along the entire route to flatten it out?

The only easier way I've found is to create one lane using single road tiles and then drag road along the slopes beside the first lane. This snaps the new road to the same ground level as the adjacent road.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
So I only have to manually single plop one lane of tiles the entire way through a map instead of two :v:

I really want a version of SimCity 4 with an updated UI and most of these 'essential' mod functionalities built in in a more intuitive way (instead of the awful workarounds and the tabbing system). But nope, it's agents all the way down in the modern city sim market. Agents and small cities.

Tai
Mar 8, 2006

Tai posted:

A new one is coming in a few weeks with some minor bug fixes and a lot of eye candy added. It will still be reverse compatible so don't worry about dropping buildings. Those files will still be in there.

Notable stuff is

Ploppable on and off road markets. These look bad rear end as gently caress. Makes great market towns.
Different park styles along with the various trails, trail endings etc.
A bunch of shopping malls and hotels. Some are waterfront stuff so you can't just plop. Needs to be over the water beach style.
Extensive addition to residential R$$ and some R$$$. Notably the 19th century style Boston style housing add around 60 lots added of various sizes.
Loads of random other poo poo that just looks cool.
Porn shops (I'm not joking)
More low to mid rise CO/CS $/$$.
I added some very large commercial ploppables to make cool looking suburb stuff. Target superstore etc etc

OK new version is uploaded. The link in the OP is removed and dead. I'll be on shaky internet soon so figured I'd do my latest pack which is reverse compatible.

I removed burger king. It was bugged anyway so no one was probably using it.
Medium carrefour is still in and brown boxing. Forgot to add the file :welp:

https://mega.co.nz/#!PslTRYhC!IQT10f_24a6un3M0ehbEFjlyXucQyDU_8L57HY6gYms

I'll PM punch or hopefully he reads this.

Honestly, grab this pack if you already have one of my mod packs. It's not going to be updated for a good while and this pack is much more in depth with grow stuff.

Curvature of Earth
Sep 9, 2011

Projected cost of
invading Canada:
$900

Poizen Jam posted:

I really want a version of SimCity 4 with an updated UI and most of these 'essential' mod functionalities built in in a more intuitive way (instead of the awful workarounds and the tabbing system).

It's a real shame that the SC4 community never made any open source clones. It's been done before; Transport Tycoon spawned two huge communities — OpenTTD and Simutrans — based on different open source clones of the game. (And if you think the Simtropolis forums are spectacularly nerdy, they don't even approach Simutrans' level of :spergin:.)

Instead, the SimCity 4 community locked itself into fractured dependency hells driven by pettiness and self-importance. The "big project" everyone speaks of is NAM, but the only earthshaking changes it makes are the improved traffic simulator and RHW. Everything else is cosmetic bullshit absorbed from various other teams. (And it *is* bullshit. The project to create single-track rail is trashbag pedantry of the lowest order, but it's still been folded into the NAM portfolio.)

Tragically, the game that most needs an open-source clone doesn't have a community possessing the will, or even the vision, to make one.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



kinnas posted:

Have you run the ram patcher thing? I had a similar problem until I remembered to repatch my exe.

Oh motherfuck I completely forgot about this. Thank you! Goons are awesome. :allears:

Curvature of Earth posted:

It's a real shame that the SC4 community never made any open source clones. It's been done before; Transport Tycoon spawned two huge communities — OpenTTD and Simutrans — based on different open source clones of the game. (And if you think the Simtropolis forums are spectacularly nerdy, they don't even approach Simutrans' level of :spergin:.)

I agree that an open-source clone of SC4 would be truly brilliant, but I want to talk about Simutrans for a moment. Okay, I could talk about how although I happily play games like Dwarf Fortress and Aurora - or, indeed, OpenTTD - Simutrans was too :spergin: for me, but it's probably easier to point out that every single tree in the game world has its age tracked. I have no notion of what use this could even begin to have. But it's there. You select a tree and it'll tell you Poplar - 43 years or whatever. Simutrans is where you go when you stop being a basic bitch like we are, and want to make some real transport networks.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
I'm guessing SC4 is just too difficult to reverse engineer else I'd have expected the community to already do it.

Either that or Simtropolis is afraid of burning bridges with Maxis maybe, since SC4D still sells. I bet there was a huge upswing in sales following SC2013.

Tai
Mar 8, 2006
What you are asking is pretty much a massive rewrite of the game which is essentially a new game. Both sites have random posts put up asking for things like curves, better menu layout etc.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Hence too difficult to reverse engineer. And apparently the UI is unmoddable except for skinning. Shame.

Tai
Mar 8, 2006
Now if only some company took sim city 4 and used it as an example of a decent city builder and enhanced it. 10+ years and waiting...

Gobblecoque
Sep 6, 2011
I love SC4, but it's a shame that it's pretty much the best we got as far as city builders.

Bel Monte
Oct 9, 2012

Poizen Jam posted:

I'm guessing SC4 is just too difficult to reverse engineer else I'd have expected the community to already do it.

Either that or Simtropolis is afraid of burning bridges with Maxis maybe, since SC4D still sells. I bet there was a huge upswing in sales following SC2013.

They've tried to make their own game since societies that is usually just 3D SC4, but then they sperg out and want to add tons of extra things. So it's less "here's SC4 in 3D and a better set up" and more "you don't understand, we NEED mixed use industrial/residential zoning, because MY city has 10 buildings set up this way and it adds so much to the game!" Then they devolve into bickering and/or intense discussion. There's been tons of no-start "I have an idea!" threads. I can't find their major project, but here's one thread as an example:
http://community.simtropolis.com/topic/16662-simtropolis-1000/
The final few posts in 2010 have betas and screenshots that likely are now abandoned projects.

The CityBound guy has done more in the short time his project has been around than all of the simtropolis projects. In fact, I'm not even sure a single one has had traffic simulation in it. I think the farthest any of them got was roads and few placeholder buildings. I haven't kept up with any of that though, so maybe they did get further along. I just know it didn't go anywhere.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



kinnas posted:

Have you run the ram patcher thing? I had a similar problem until I remembered to repatch my exe.

To follow up, this seems to have been just the ticket, because it's saving fine now. Thanks once again.

And I would guess SC4 is a fairly complex game to rewrite, yes. It's a lot more recent than many of those getting open-source remakes of one sort or another (TTD, X-Com, Theme Hospital I think?) so it's probably enormously more complex in many ways. Maybe one day, but I'm not holding my breath, much as I would love it.

Nition
Feb 25, 2006

You really want to know?

Bel Monte posted:

They've tried to make their own game since societies that is usually just 3D SC4, but then they sperg out and want to add tons of extra things. So it's less "here's SC4 in 3D and a better set up" and more "you don't understand, we NEED mixed use industrial/residential zoning, because MY city has 10 buildings set up this way and it adds so much to the game!" Then they devolve into bickering and/or intense discussion. There's been tons of no-start "I have an idea!" threads. I can't find their major project, but here's one thread as an example:
http://community.simtropolis.com/topic/16662-simtropolis-1000/
The final few posts in 2010 have betas and screenshots that likely are now abandoned projects.

The CityBound guy has done more in the short time his project has been around than all of the simtropolis projects. In fact, I'm not even sure a single one has had traffic simulation in it. I think the farthest any of them got was roads and few placeholder buildings. I haven't kept up with any of that though, so maybe they did get further along. I just know it didn't go anywhere.

I love how the second reply is like, "Wow, what an interesting and daring project.:swoon:" Anyone can propose the perfect game!

I also like how the OP details all the work that everyone will be doing, but has no experience themselves at any of it.

Tai
Mar 8, 2006

Nition posted:

I love how the second reply is like, "Wow, what an interesting and daring project.:swoon:" Anyone can propose the perfect game!

I also like how the OP details all the work that everyone will be doing, but has no experience themselves at any of it.

I would of bought the game if EA had just smoothed terrain, added something similar to NAM, bigger radius of civics and had curves in like that guy is making in his indie city builder.

Curvature of Earth
Sep 9, 2011

Projected cost of
invading Canada:
$900

Tai posted:

I would of bought the game if EA had just smoothed terrain, added something similar to NAM, bigger radius of civics and had curves in like that guy is making in his indie city builder.

In EA's defense, the Citybound programmer can make those curves because his game isn't a grid-based city simulator. Switching to a non-grid system is a big deal, and would require overhauling quite a lot. So much of SimCity 4's mechanics and interface revolves around a grid-based system, and changing that would be a poo poo-ton of work.

Keep in mind, at the time it debuted, the Rush Hour expansion was essentially a $20 bug fix pack. Now imagine how expensive an "expansion" pack that completely overhauled many of the core game mechanics would be. It'd be a full-blown $60 sequel at that point. What you're asking for is quite a bit more than a game patch.

Nition
Feb 25, 2006

You really want to know?
Does anyone here actually use Rush Hour's silly U-Drive-It feature?

Glorgnole
Oct 23, 2012

Where else can you enforce eminent domain with an attack helicopter?

FAT32 SHAMER
Aug 16, 2012



Nition posted:

Does anyone here actually use Rush Hour's silly U-Drive-It feature?

It's fun as long as you don't have a lot of skyscrapers blocking your view. Trains are loads of fun to play with

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nielsm
Jun 1, 2009



Tusen Takk posted:

It's fun as long as you don't have a lot of skyscrapers blocking your view. Trains are loads of fun to play with

As long as you don't get sent to a waypoint you can't get away from again, because you don't have any loops between station and map edge.

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