Started by speeder, January 20, 2016, 03:52:29 PM
0 Members and 1 Guest are viewing this topic.
Quote from: speeder on January 20, 2016, 03:52:29 PMI am reverse-engineering SimCity 4.That said, this is NOT my aim here, SC4 game is too complex, and badly coded anyway, if someone ever made a clone of SC4, it would make more sense to code from scratch, and as we know even that has been failing.
QuoteSo, why I am reverse-engineering SC4? Mostly, to find what it can do, and maybe fix bugs, and make interesting mods.<snip>3) The game engine supports much more stuff than we have seen, it has a fully working weather simulator, that is just not used (it calculates things, heavy calculations even, but nothing uses it, thus it waste CPU), many, many, many more dialog types, including pizza charts, a window named "LuaConsole" (I am curious about that one!), and a couple of other interesting tidbits.5) The game supports more music than it was shipped with, without any modifications (up to 30 tracks per "radio" it seems, meaning you can have 5 new mayor tracks, and lots more terrain tracks).
Quote6) The game also support threads, in fact it shouldn't crash when multicore is active, probably a bug can be fixed somewhere that make the game work with threads smoothly, I even activated 8 cores on my machine, and the game don't crashed (Because of this at least) on me yet.
Quote9) It supports many more options than the interface let you change, one obvious mod to make eventually is a configuration app to change those.
QuoteAlso the engine was designed to be easily extensible and pluggable, not for modding, but to make things easier to develop.... unfortunately it backfired, made developing hard (Ultima Online 2 team complained about the issues of GZCOM), but we can mod SC4 easily, with enough information we can call any SC4 class, and invoke any function we want by using a DLL, meaning we can do whatever we want without modding the .exe, we don't even need to "hook" and edit the .exe on the fly, the game has proper interfaces to do proper calls.
Quote from: mgb204 on January 21, 2016, 07:21:17 AMI certainly wish you all the best with this. Like many I suspect, I won't be of any help to you unravelling things at this level. Still, interesting stuff and I'm sure many would welcome the ability to start changing things. You'd be a hero if we could have for example extra menus or put sets of items (non-transit) into tab rings for example. Anyways, I hope your experimenting bears fruit, whatever that may be.
Quote EASTL is also partially open-sourced, you can find it here: http://gpl.ea.com/ ........
QuoteThe lot editor was built into the application, and I think it was accessible via a cheat code. I don't recall if that was enabled in the shipping binary though.
QuoteI don't recall ingred, but I think it meant In Game Resource Editor, and it let you tweak app data.
QuoteIf you want to know about automata and path finding, ask Cisco Lopez-Fresquet. You can find him.
Quote from: Simcoug on February 02, 2016, 06:55:32 AMThat's cool that Mr. Pedriana was kind enough to get back to you, especially since it's probably been a decade since he's even thought about SC4 I'm impressed by your persistence on this project! If it were up to me, I'd say a Karma point was in order.
Quote from: romualdillo on February 02, 2016, 10:22:55 AMThank you for starting this project and sharing your results! I'm not a modder but I can see the potential it has. Perhaps you could even recover the multistage props, which were planned but never used (yes, it was a not-well-hidden suggestion) . Please keep it up!
Quote from: speeder on February 02, 2016, 08:18:52 AMSince Simmaster07 sort dropped off the face of the earth again or something
Page created in 0.362 seconds with 33 queries.