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BSC Functional Seaports - Support Thread

Started by RippleJet, June 13, 2008, 05:42:51 PM

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RippleJet

Some of them, if not most of them, have been showcased in the BSC Functional, Upgradeable Seaports - Development thread.
If you find one among those animations that you'd like to use, just point us to it! ;)

wizardmatt

Apologies in advance for the dumb question, one which is the same as I have posted in the AC support thread, for the same reason.............but this mod only enables the function of the ports, so i need to download the supported lots separately.....right?

Korot

No, you don't. They are included with the download. More information can be found in the Read-me.

Regards,
Korot

wizardmatt


Rady

Hello everybody,

today I dwonloaded and installed the Functional Seaports, since I encountered problems (CTD) with mixing PEG's seaports and the BRT WIMPS waterfront stuff. SO I now removed all of PEG's stuff and placed my first BSC Seaport. However, it seems I must be doing something wrong. I thought that the BRT WIMPS would be the stuff to expand your seaport with. But for whatever reason the lots don't fit in with the seaport lots as you can see in the picture:

1: why isn't the seawall expanding further down? The terrain is quite steep there, so I would expect the seawall to at least go down to sea level (like e.g. any other sewall stuff...).

2. and 3. Why don't the WIMPS lots fit in with the port - or even within themselves? I can exclude the possibllity of uneven terrain - the terrain has been levelled with PEG's levelling lots and afterwards again using street tiles.



Can you give me any advice what type of "industrial" seawalls are usable with the BSC Seaports? Even the WIMPS are far from perfect, since they all have a fence in the back.
If it's a good idea, go ahead and do it. It's much easier to apologize than it is to get permission.

Visit my BAT thread: Slow BAT steady - Rady's first BAT attemtps

BarbyW

If you look at the seaport that you have used you can see that the base textures are not the same as the wharf lots. The seaport is one of a set made by a different lotter who intended to make a set of wharves to match this and his other port. As a result there is a slight differentiation in placement which causes the uneveness. if you look at the following you can see that the port - the SNM port - matches the base textures and and matches up with the wharf pieces and also that there is no uneveness between the wharf pieces.





The BRT and SNM wharves were constructed using revolutionary material  ;D that was bonded to the seawall rather than extending down to the sea bed. In order to take best advantage of this you need to terraform as shown in the following:



Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Infixo

Hi there

I have installed both functional seaports and airports. The query window for a seaport (i.e. BRT Seaport) displays in the last row "Percentage Capacity Utilized". This is strange in two ways
1. None of the UI files for seaports contain such text - they all (should) display "(Freight) Capacity Used". How come mine shows differently?
2. 'Cause I got this "percentage" I started to wonder why my seaports are not developing @ 200% utilization... But I found out that the last line shows just the capacity utilization, not percentage. It is exactly the same as no of trucks coming in and shown by route query.

So, only the 1st issue bothers me :)

Regards

G.
Grzegorz, GG #354873

RippleJet

Quote from: Infixo on February 24, 2010, 09:35:43 PM
I have installed both functional seaports and airports. The query window for a seaport (i.e. BRT Seaport) displays in the last row "Percentage Capacity Utilized". This is strange in two ways
1. None of the UI files for seaports contain such text - they all (should) display "(Freight) Capacity Used". How come mine shows differently?

The text it should display (Capacity Used in English) is an ingame LTEXT file located in simcitylocal.dat.
You can access simcitylocal.dat in Reader from the "Simcity DAT" pane in the lower left.

Could you check your simcitylocal.dat and see what the LTEXT file with ID=0x2a5ba26e contains?
What language version of the game are you running? Polish or English?

Infixo

#68
I'm using English version, just like the system. And the LTEXT @ 2a5ba26e says "Capacity Used".
It seems that I must have a mod that changes this somewhere else :(
I will have to live with this, it's only a minor issue :)

G.

Grzegorz, GG #354873

RippleJet

#69
Quote from: Infixo on February 25, 2010, 09:03:48 AM
It seems that I must have a mod that changes this somewhere else :(

It does indeed seem like it.
I'd be very grateful if you'd manage to track down which file that LTEXT override comes from. :)

Infixo

I found it! It was not easy (2GB of plugins...) 'cause the string didn't came up using a text-searching.  So, I've searched using some hex-tool and managed to locate the word "Utilized" in Somy's Rectenna Microwave Plant. And there it is indeed - an LTEXT @ 2a5ba26e saying "Percent of Capacity Utilized".
Kind of strange - he also changed another "Capacity Used" into "Percent..." @ 6A5BA303
G.
Grzegorz, GG #354873

RippleJet

Excellent G.!
Very good to know in case somebody else wonders about the same thing. :thumbsup:


Quote from: Infixo on February 28, 2010, 02:03:32 PM
Kind of strange - he also changed another "Capacity Used" into "Percent..." @ 6A5BA303

That one is used by mass transit stations...

thingfishs

Hi,
I have the BLS City Center Port installed but don't want to download all the rest of the dependencies. Is there a list somewhere (of the dependencies that apply to each individual port?) Or can someone tell me what I need for the one I have... thanks.

RippleJet

Quote from: thingfishs on March 01, 2010, 08:13:10 AM
Or can someone tell me what I need for the one I have... thanks.

This should be an up-to-date list of dependencies for the BLS City Centre Port, given in Cleanitol format:


BSC Textures Vol 01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90
BSC Textures Vol 02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638
BSC Textures Vol 03.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1806

BSC Essentials.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=443

BSC MEGA Props - Gascooker Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397
BSC MEGA Props Gascooker Vol02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=934
BSC MEGA Props Jen_P Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1259
BSC MEGA Props - JES Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342
BSCMegaProps - JES Vol05.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263
BSC MEGA Props JRJ Vol06.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1587
BSC MEGA Props - Misc Vol02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771

SOMY Prop Pack Vol04 Ships.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1650
SOMY Prop Pack Vol05.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1651

thingfishs

#74
thanks a lot ripplejet :thumbsup:, Looks like it's that SOMY pair that I'm after, cheers. I can't believe I've only just come across this pack, though I've never been much of a port guy. Nevertheless I'm very impressed by what's been put together here. My one (very minor) disappointment is that my port isn't TE, a port should be bustling with activity including traffic. I am vaguely aware of the problems that can be caused by too many things being TE, but in the case of ports what are the (best) options?

Also are there many other upgradeable civics/transport (other than airports)?


<EDIT> Also how did you get that list and is it possible for mere mortals to achieve on our own?

RippleJet

Quote from: thingfishs on March 01, 2010, 12:57:20 PM
My one (very minor) disappointment is that my port isn't TE, a port should be bustling with activity including traffic. I am vaguely aware of the problems that can be caused by too many things being TE, but in the case of ports what are the (best) options?

Nothing stops you from making your own functional port... there are ten templates included in the package.
If it turns out to be good, and others want it as well, I'll even offer to include in the next upgrade. :)


Quote from: thingfishs on March 01, 2010, 12:57:20 PM
Also are there many other upgradeable civics/transport (other than airports)?

No, only airports and seaports can upgrade.

thingfishs

Thanks again... Ok, so has anyone made a TE version? But more importantly do any of these seaports have boats that come and go like the maxis seaport? (I really miss seeing that, but if I install them both it makes it hard to create enough traffic for the functional seaport to upgrade...)

RippleJet

Quote from: thingfishs on March 20, 2010, 08:08:07 AM
Ok, so has anyone made a TE version?

TE like in Transit Enabled?
The cargo handling facility is transit enabled for freight trains.

However, there is an issue with having upgradeable ports transit enabled.
Let me quote directly off the readme:

Quote from: Readme_BSC_SDP, Version 3.0.htm
The Cargo Handling Facility is a port that simulates cargo being transported to it and distributed to industries and commercials within the city itself. Thus there are no ships or planes leaving the port to get the cargo out of town. Unfortunately the game doesn't allow trucks to visually transport the cargo to end customers either.

Just like any functional seaport, the Cargo Handling Facility accepts trucks from adjacent roads. However, it is also transit enabled for freight trains. The Cargo Handling Facility works like a freight station, converting freight trains into trucks. In order to get these trucks to be accepted by the seaport function in the facility, one important thing has to be noted though:


  • The entry point where the rail track enters the lot has to include both a railroad and a road.

In other words, a road must be built along the edge of the lot and the rail track must be dragged across the lot.
Unfortunately this type of rail connection is broken whenever the Cargo Handling Facility is upgrading. This means that the road and the railroad have to be reconstructed each time the facility has upgraded. Otherwise all rail traffic would be disconnected after each upgrade.


Quote from: thingfishs on March 20, 2010, 08:08:07 AM
But more importantly do any of these seaports have boats that come and go like the maxis seaport? (I really miss seeing that, but if I install them both it makes it hard to create enough traffic for the functional seaport to upgrade...)

Only those by Maxis and MrTruesage use the ingame effect with moving ships.
The others have other ships, which are reflecting the usage of the seaport...
tankers in the oil port, container ships in the container port, fishing vessels in the rural ports, etc.
None of these ships are moving though. Unfortunately it's impossible to create new such effects.

thingfishs

thanks ripplejet,
I will try the MrTruesage one then... How did you get that specific dependency list for the earlier request?

Also would modifying the maxis port so that the ships could remain, but so it wouldn't detract too much from the functional seaports, be an option?

RippleJet

Quote from: thingfishs on March 21, 2010, 02:06:18 AM
How did you get that specific dependency list for the earlier request?

With the dependency scanner included in SC4 PIM (right-click the lot exemplar and you'll find it). ;)
The Cleanitol format, with links to downloads, needs to be done separately and manually though.

Quote from: thingfishs on March 21, 2010, 02:06:18 AM
Also would modifying the maxis port so that the ships could remain, but so it wouldn't detract too much from the functional seaports, be an option?

Anyone can do their own modfications to the enablers of any of the ports... in SC4 PIM. :)