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SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => CAM - Colossus Addon Mod => Topic started by: InvisiChem on December 26, 2015, 02:00:04 PM

Title: CAM 2.0 Restart
Post by: InvisiChem on December 26, 2015, 02:00:04 PM
Hello RJ and any currently active CAM Team members,

I know this is my first post. I have been using the CAM 1.0 for several years and been lurking the forums for just as long. I have utilized z1's CAM Patch file to extensively mod the original CAM. At this point, I have made changes I found through research on the forums and some balancing of the census and workforce tables. RJ, PM me and I will provide you a copy of what I have already done and am continuing to work on. I wish to continue the development of CAM now that it has stalled. Coupled with the NAM, this is my personal favorite expansion to ever be developed. I do wish to bring the CAM back to the forefront of Simcity 4 expansion and gameplay freedom for all.

That being said, I would need two things. First, your permission to continue what I have been doing. Second, after a review by you guys of course, a general release on the LEX with proper credits provided. A copy of the tables or files that were developed for the CAM 2.0 (rural, standard, ultra or skyscraper as they were known, euro). My thoughts here are to combine most of them with a massive change to farming to allow flexibility by play style. Also, make the Euro a different setting to install for those that would like a more European feel. Unfortunately, I cannot think of a way to make American and European styles compatible. The development curves are too far apart.

This list is what I have already done.

Next planned so far:

As I stated, I have done a ton of research of what was already planned. I am confident I can implement most of these changes pretty easily, the difficult part is the complete farm overhaul, which I may put off as a secondary optional install. Utilizing Z1's original patch removes the need to merge the files with simcity1.dat. At least that made this much easier.

I hope to hear from the developers and see if I can do my part to continue this beautiful mod.
Title: Re: CAM 2.0 Restart
Post by: vortext on December 26, 2015, 05:22:53 PM
At this moment I'm not sure there even is such a thing as an active CAM team. RJ hasn't been online since January and the same goes for a lot of members who were knowledge on this front. That said, I agree it would really great it the CAM finally got an upgrade, a successor if you will, and applaud your effort!

For one it really is a rather big flaw IR capacity isn't accounted for in Industrial capacity and I for one definitely want to see this rectified. In addition I read somewhere in a private CAM development thread Carl (Lowkee33) actually managed to get proper growth stages for farms - i.e. automatically upgrading like any other growable. I tried briefly to replicate this some time ago but failed. Did you managed to get that working?

At any rate, this has my interest for sure and I'd be more than willing to help out. :)
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on December 26, 2015, 11:21:49 PM
IR being totaled is working now. I haven't started the IR upgrading yet, but after viewing the structure of the exemplars, I'm pretty sure that by changing the Occupant groups in the building exemplars, possibly the lot exemplars, I can get them to act like all other industry. After I get the main CAM set up to speed I can focus on that part. Once I can get permission and get it more complete, I will most definitely accept your help. Your experience would be invaluable. :)
Title: Re: CAM 2.0 Restart
Post by: FrankU on December 27, 2015, 03:20:20 AM
Hi InvisiChem,

Indeed I fear you are the only one working on CAM at the moment. This does not mean your work will be useless. Probably most of us just don't feel like working on it, but an improved version will certainly be welcomed widely.
So, althoug I will probably be of little use, I gladly help you where I can.
Title: Re: CAM 2.0 Restart
Post by: mgb204 on December 27, 2015, 04:24:58 AM
As has been discussed, development of CAM has been inactive for quite some time. I'm not sure it's realistic to expect any of the original authors to get on board or even give you express permission to continue.

If that doesn't put you off and you are capable of continuing your work, then I'm sure releasing it would not be a problem. Provided you are not merely re-distributing unmodified files you should be OK.

I don't use CAM myself, but I too would offer you any assistance I can with this project. I'm sure such improvements would be a welcome addition for many.
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on December 27, 2015, 07:26:11 AM
Frank, thank you for the information and the encouragement. I have been working on this for quite some time already and am glad to have more information on the status of previous members. I am glad to be working on a wonderful mod that really enhances the gameplay for many.

mgb204, thank you as well. The files are being heavily modified. :) For now, I must do some more research on stage tables and get the farms upgrading like other industry.

Thank you guys. The information is invaluable and I have been more than happy to take on this task. The last several months of developing this have reminded me why I originally became a programmer.
Title: Re: CAM 2.0 Restart
Post by: FrankU on December 27, 2015, 10:23:13 AM
Hi InvisiChem,

There is one thing that I should tell you: I am working on a fairly large set of farm lots in all CAM stages. It would be interesting for me to know what you are planning to do with the farms and their upgrading capacity. I am not sure I will be fond of that, by the way. I think farmland should look like some kind of mixture of old small and new large industrial looking farms. At least: my RL region does and I'd like my SC4 regions to look like that too. But maybe it could be a feature that can be put on and off?

But anyway: if there are certain prepostitions needed for upgrading farms (like same lot size, to name an obvious one that comes up while writing this) it would be good if I knew a bit more. Maybe we could arrange a nice set of CAM 2 farms together with the release of your Mod.

Frank
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on December 27, 2015, 01:16:18 PM
I'm not 100 percent sure on how I am going to make it happen quite yet, but my initial thoughts should not mess with your ideas at all. Minor changes in the occupant group line. I will definitely provide you full details as soon as I get that portion functional. I would be proud to work on some with you.
Title: Re: CAM 2.0 Restart
Post by: FrankU on December 27, 2015, 01:51:53 PM
Ha, well,
I'd like to make use of the full advantages you are going to provide! That is something else then worrying if my lots will still be useful.
So what would the use of Anchor, Mech and Out lots mean in farming terms? I have never worried about those industry types of lots: I just made some main ID, IM and I-HT lots, probably the Anchor type then. But what with Mech and Out? Well we'll see!
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on December 28, 2015, 07:59:53 AM
All your other industries use three types of lots. The main building is the Anchor lot. Some support buildings, such as chemical tanks are mechanical lots and the rest are out lots. Farms, from what I've seen, are the building and the fields are all out lots. My idea is to change the occupant group slightly to match other styles of industry. So far, the hierarchy of the IR exemplars, all the way up to the Developer exemplars, is almost exactly the same. It's at the lot exemplar and building exemplar level occupant groups I see any changes.

If this does work for me, this will not be difficult to keep all your lots basically the same. Just have to modify the occupant group to match the new style.

I agree, for the first part this would have to be a pluggable and unpluggable extension to the CAM, until more farm lots could be brought into compliance with the new version and to see the reviews on the idea. Not perfectly sure how far I will have to take it, but I'm pretty sure it is not going to be difficult. I've been very lucky so far and had very few failures with my ideas in my personal plugin folder.

Cheers man, develop away. I'll do my best to keep everything compatible with the previous CAM
Title: Re: CAM 2.0 Restart
Post by: FrankU on December 28, 2015, 11:19:58 AM
It would be fun if we could release a set of farms that comply to the new standards that are being developed by you. I just might be the guy who feels like making these farms.... Think about it.

Anyway: the Anchor, Mech and Out types. If they are implemented in farms, can I think of Anchors being the farmer's house or main building plus a small yard, then Mech being several different sheds and barns, and Out being the farm fields?
That would require sets of main building lots, sets of shed/barn lots and then the already existing farm field lots. There should be some way to connect certain Mech lots to certain Anchor lots, because I would like to have e.g. traditional barns with traditional main buildings and high tech barns to recent main buildings. Is that possible? I guess by using certain occupant groups?
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on December 28, 2015, 01:51:27 PM
That is exactly along my lines of thinking. Still working the core parts of CAM right now. The next couple of days are the main stage tables (Which are massive and require a lot of out growth before up growth :) ) Then, make sure I implemented Z's patch correctly. Right after that, time for some farming modifications. :)
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 02, 2016, 09:02:32 AM
Just an update on the progress. Got most of the changes completed now. Working on the farming side of things now. Some experimentation to get the results I'm looking for.

Current changes to farming will not cause a need to relot any existing farms. The changes that will effect the growth of farms, are all being developed at the lot and building exemplars, so original and current custom IR content is still fully CAMpatible.

I have implemented an expanded set of stage tables from the CAM 2 tables originally developed by RippleJet and greatly extended and blended by me. It now takes a lot of development to get to the higher stages. This really is expanding the game into a more regional development game.

Since farms are being developed more like normal industry, I have upgraded the number of stages to 10. This should be more than enough stages for even the most creative farming ideas. Yes, reality states there are no farm skyscrapers, but the future creativity could bring about changes in the future. Plus, having these extra stages should give developers greater possibilities for large greenhouses and current corporate mega farms.

Thinking about expanding other industries to stage 13 to handle the larger capacities that don't fit in some current IHT lots. This also provides developers to create larger ID and IM buildings to match the current focus on IHT.

I felt, like RJ in the past, the workforce tables made things too easy in cam, so the values have actually been reduced to balance the drives. I'm still tooling the farming side of the workforce tables though. It should be the more people, the greater the need for farms region wide. People have to eat.

This is not all the changes, but a good overview of what I'm working on. I am still dedicated and look forward to a great addition. Cheers everyone.
Title: Re: CAM 2.0 Restart
Post by: CasperVg on January 02, 2016, 11:04:12 AM
Seems like a pretty good set of changes. I'm wondering if it would be possible to eliminate/reduce the effect that high levels of education have on agricultural desirability. It seems that every time I start building some schools, my IR desirability drops to 0 after some time. I find that quite annoying, and fairly unrealistic. It's not like the Midwest has no educated people, right?
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 02, 2016, 11:59:09 AM
QuoteIt's not like the Midwest has no educated people, right?

Very true. I consider myself pretty sharp, but those guys know their farming technology enough to make me feel foolish lol.

QuoteI'm wondering if it would be possible to eliminate/reduce the effect that high levels of education have on agricultural desirability. It seems that every time I start building some schools, my IR desirability drops to 0 after some time

A big pet peeve of mine as well. I remember I edited the spam for myself a few years ago to solve this problem. I kind of considered it cheating, as I completely removed the effect completely. This is done through the workforce EQ tables. I will definitely implement it, very simple. I would like some input on whether there should be a slowdown on drive with $$$ EQ3 and EQ4 sims to keep the city moving towards more commercial or allow the simulation to utilize both?

Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 02, 2016, 01:53:08 PM
Quick update before work.

Farming is  beginning to grow like other industry. Strangely, farm fields are the only things growing currently. IR does not like the Industry:Anchor setting. Have to work on this some more.
Title: Re: CAM 2.0 Restart
Post by: vortext on January 02, 2016, 01:55:47 PM
Oh this is so exciting!!!  &hlp &hlp

Really looking forward to the day farms upgrade stages on their own! Keep up the great work!  :thumbsup:
Title: Re: CAM 2.0 Restart
Post by: owlsinger on January 02, 2016, 03:10:47 PM
I find this exciting as well......I love CAM, and would love developing CAM farm communities!

Thank you for your work on this!
Title: Re: CAM 2.0 Restart
Post by: FrankU on January 03, 2016, 12:47:22 AM
Yes, this is really great!  &hlp  :bnn:
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 03, 2016, 11:01:16 AM
Update:

IR drives updated so education should not effect the demand as much. $$$EQ4 still does not like farms. All others will provide a pretty big push toward farming. One should not run out of demand for farming now. :)


After spending the last quite a while trying to get Dirty industry to grow on IR zoning, I have determined IR zoning is not just a light density version of all industrial zoning. This does bring about some problems with my ideas. Not all is lost though.

I will maintain the current standards I have implemented with IR - It is now part of the industrial connections, summed in the totals, drives residential the same as all other industry now. The CAP has been taken out of all other development and added to IR development, but is now relieved by the normal industrial connections. Unfortunately, there is no game variable to report IR CAP, so the CRF cannot currently report current IR CAP status correctly. Some cleanup work to do to finish what I will call a depricated version of farming, such as changed field pollution settings and workers. Currently, the query on farm fields is working and reporting correctly. I'm adjusting the values of field workers to match those provided by medium density dirty and/or manufacturing Mech and Out industries. This should make current farms more viable to the game.

Now, what I am proposing will be a plugin to the new CAM. I will only have 2 densities of industrial to work with, so I am going to get a little creative with my OG's and Purpose types. This will let me get a standard version out faster to get rid of the annoying patching of the simcity_1.dat file. Current tools are not necessarily compatible with newer versions of windows, so this is a necessary patch to keep the CAM alive and well. All of my proposals will keep current CAM buildings valid, and only make some incompatible if the plugin is installed (I.E. Twrecks IRM CAM version, and many medium density Industrials). This should be an easy fix, but I cannot be sure until I get into the nuts and bolts of the plugin.

For now, time to do some cleanup on a basic version, get this thing tested, and work on a release candidate quickly.

Note: There does appear to be a bug with some of the changes I have implemented. A good bug, and one I want to dig into once I complete the plugin. Current changes have caused Farms to automatically upgrade on some machines or versions. Since this is a positive bug outcome, I do not want to correct the bug. 
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 05, 2016, 12:37:43 AM
Update

Double Industry workforce bug fixed.

Tooling the farming drives a little more. Right now, within a year I have more than 50000 drive for farming. Now, this is awesome, but I consider it too much. Reducing and should be ready for full testing starting tomorrow.
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 05, 2016, 12:43:36 PM
Update,

Beta 2 has been sent for review. I will also continue testing the product on developed and new regions. I have some documentation to write and some readme's.  :thumbsup: 

I am very impressed with the progress of this project. Even more impressive is the SC4D community, who provided great information that was essential to move this along so quickly.

I know this seems fast to get to this point, but I have actually been working on this for 6 months. Not a small task, but I hope the Simcity community will get to enjoy this and much more in the very near future.
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 08, 2016, 11:00:23 PM
Another update:

Still working on some details. Have some great people trying this out right now. Working out some details to get this ready for full release. Real lives are slowing the progress, to be absolutely expected. I work a full time job and the others have large projects of their own happening along with real life. Getting some really good results. Overall, the package is looking great. The information has been, well informative  :P 

I will say, Hard mode is truly hard this go round. Be prepared to be very strapped for cash in the beginning. Upgrowth is proving to be slow, which it was designed to be in the original CAM 2 beta forums. I did make it a little bit slower though. With that in mind, much more focus will be on regional play and getting those population numbers up.

Workforce total will be increased. The original 40%-60% seemed a little too low. Thank you Vortext for providing a good set of numbers for these. I went a little extreme on the workforce totals.   &hlp

Much more to come. Playing with some figures, one other big bug I have found and working on the manual at the same time. Needless to say, taking it to this level is a lot like juggling  :-\

Cheers everyone and keep up the hope. This will come around. I will not give up.
Title: Re: CAM 2.0 Restart
Post by: FrankU on January 09, 2016, 02:10:58 AM
While some people feared the game was going to die, I was one of them, we now have a very exciting development here. I really would like to have time for a bit more help.
Great progress!
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 09, 2016, 09:47:44 AM
No worries Frank,

I see what you are doing right now. You just put out a couple of new releases. I can't wait to play with them, but I must delay my self gratification for new content  :P 

You actually have helped more than you can imagine. I'll call it group brainstorming. For instance, those heritage lots we were talking about, keep them on stage 6 and 7. Plus, this will be a little teaser for those reading this   :popcorn:
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 12, 2016, 11:45:34 PM
Update:

Having a little problem with the adjustment of the census drives. Although they really need to be modified, if the Total I Census is included in the plugins, it doubles the CRF Report of Regional Industrial Capacity. This is needed to include the IR totals into the Regional Industrial Totals. If it does not have the Sums property, regional industrial is reported as 0.

I have tried creating Dummy variables and summing just that exemplar in the Census Total I exemplar, I tried using the Z fix with contribute and satisfy variables, along with the removal of the sum function at the Total level, tried redirecting the sum to the total Industrial under the General RCI totals and I have explored the use of using an INT 32 overflow error to produce a negative number I could apply to the actual total to get the correct total. No go so far.

Right now, I would have to merge a single file with the Simcity_1.dat to get proper results. Although I was attempting to avoid this, I would like some input on the feasibility of this.

There is a few workarounds that could be interesting. Allow the bug to continue, but double the stage capacities of industrial to compensate. Merge the file, so there is not a doubling issue. Take care of the patch at the install stage, taking out the user problem. Not add the IR totals, waiting for a plugin shifting IR to the medium density zones and acting like ID. This has it's own problems and issues to resolve, but is something I plan to work on diligently once I complete a basic upgrade of the CAM. Another person with more knowledge trying to fix the double capacity within the Census exemplars.

Please comment with your thoughts, experienced users and visitors. Preferably, you are familiar with CAM and understand the issues at hand.


Title: Re: CAM 2.0 Restart
Post by: M4346 on January 13, 2016, 06:57:56 AM
This is great, and much needed. I did a lot of testing for CAM, lotted a few CAMeLots and still use the CAM.

Let me know if I can help in some way, within my limited time :) Will be keeping an eye on this! :thumbsup:
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 13, 2016, 07:36:39 AM
Okay,

I slept on the problem and have had a very interesting thought. The problem comes from the addition of 0x00024101 to the Total I Census exemplar. By merging all the exemplars that total 0x4100 and it's derivatives, two things are going to happen.

First, even without CAM, IR would be totaled in the Regional Industry numbers. Second, Connections would continue to give IR CAP relief. Without CAM, the normal development of a city will still overcome this CAP relief, but at a much slower pace than now.

&idea I see what needs to be merged as a permanent upgrade to the game as a whole, with or without the CAM.  :o Some cleanup and the next Beta is up for trial. Let the development recommence.
Title: Re: CAM 2.0 Restart
Post by: vortext on January 13, 2016, 07:42:31 AM
Quote from: InvisiChem on January 13, 2016, 07:36:39 AM
&idea I see what needs to be merged as a permanent upgrade to the game as a whole, with or without the CAM.  :o

That's kinda what I hinted at.  ;) It seems that for some reason IR just wasn't properly implemented to begin with.
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 13, 2016, 07:53:57 AM
 :D I don't pick up on hints very well. Now that I read that with this, I should have caught that. Sometimes you have to just be blunt and slap me with it.

Anyways, took about a week for me to get the hint  ;). Next time, perhaps only 3 days to get it.
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 13, 2016, 05:09:34 PM
Beta 3 just sent out. Hoping we don't find as many issues with it this time.

Lots of fixes, including one for those who don't wish to keep the CAM (not likely but it could happen). My extreme thinking has been toned down a bit for realism. Always a plus. I found out the hard way you can't make custom INT32 variables from exemplars. Another limiting plus.  ;)

Manual is about half completed and a readme is in the plans right after. It's a lot of work, but I am feeling satisfied with the results. Having a ton of fun doing it too.

Cheers all
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 15, 2016, 07:29:06 PM
Update time:

Manual basically complete. Will need some editing/proofreading. Low on the priority list. Translation to other languages is beyond my skills, so I will have to rely on the community for that one.

Building the installer scripts right now. Slowed by doing some testing. So far, I like the results. There is two versions of the stage tables. One is for those who either wish to grow faster or use smaller regions. The normal is for large regions and provides a difficulty level that brings some great satisfaction when you see those first skyscrapers. Thank you Vortext for showing me why I needed to provide a different version. :)

I'm not a master at installer scripts, so a little research is going on at the same time, but not too difficult. Hard part is I'm trying to take a little pressure of the user for install. After I get the Windows version up, I'll work on a mac installer. Shouldn't be too difficult once I install the VM.

Cheers guys, progress is looking great.
Title: Re: CAM 2.0 Restart
Post by: xLogan on January 18, 2016, 03:14:15 PM
This is exciting! Just joined the forum to stop by and say hello.
Is it worth it to download CAM 1.0 or should i just wait for the second version?
Secondly, I'm a little confused as to where to start with the downloading process anyway...  :-\
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 18, 2016, 06:41:44 PM
No need to wait. There is some little things to get prepared for with the new CAM though. I will make this easy, so your economy will not crash once I release the new one.

First, download CAM 1.0 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1009 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1009)
Install like normal. Do not use any of the pathfinding options. These will be named like promote walking, etc.
Go ahead an install all three of the 5% R$ working in ......      This is going to help balance the Census demands CAM 2 makes massive changes to.

Next, Download Z's fixed file. https://www.dropbox.com/s/t03rzx184m335if/ColossusAddonMod_1.0_Update_by_z.zip?dl=0 (https://www.dropbox.com/s/t03rzx184m335if/ColossusAddonMod_1.0_Update_by_z.zip?dl=0)

This will be in a zip file. To use, place the ColossusAddonMod_1.0.dat in the a_CAM folder in your plugins, replacing the one already there. If you are not sure where your plugins folder is, it is usually /Documents/Simcity 4/Plugins

That is it for the CAM 1.0 install. Be sure to install the Network Addon Mod and get some custom buildings, especially stages 8-15 for Residential and Commercial, stages 4-10 for most industrials and all stages of farms. They are not necessary, but there is a serious lack of buildings from maxis and CAM does not add any new buildings.

If you like big cities, download some schools and hospitals with higher capacites, such as from JBSimio. I personally like stuff from FrankU, SimGoober and CARCH. No need to stick with this style though. That is part of the fun of CAM, browsing the lex power search and finding buildings/lots for you playing style.

Buildings and lots from Simtropolis and other sites are okay, just stay away from the higher stage buildings and cheat buildings.

With these steps, you should have a seamless upgrade to the new CAM


Edit: fixed a link ~Swordmaster
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 27, 2016, 08:05:53 PM
Update:

The installer is now working correctly. It is currently just in English, so if anybody is good at NSIS scripts, I could definitely use the help in making it multilanguage. Currently, trying to do so has corrupted my use of the nsVersion.dll plugin. I'll try some more, but currently I may just put out an English only version.

The mod itself seems to be working great. I have corrected the few issues I that were mentioned through some testing. I will always consider any release a work in progress. There should be some issues that pop up through large scale use I can fix.

For now, bed. Tomorrow, back to the grindstone. Try some work at the installer then pull some weeds.

InvisiChem.
Title: Re: CAM 2.0 Restart
Post by: bombardiere on January 28, 2016, 01:47:22 AM
Hello

I would like to thank you for your efforts.

I don't use farms that much, but it is good that these are looked into. I am very happy that your are solving double industry workforce, census drive, and census report issues. These are not crucial for the game play, but annoying little bugs.

With other developments, it looks like this is a good time for SC4  :)
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on January 28, 2016, 07:14:44 AM
QuoteWith other developments, it looks like this is a good time for SC4  :)

I could not agree more. The original creator will no longer develop any more SimCity games, Maxis failed (IMO) with the 2013, NAM Development is strong, RTMT is going strong and the LEX is still going strong. Content creators are still putting out some beautiful buildings and lots. I think this will only add to the game more, perhaps even spurring a group back to us.  :satisfied:

QuoteI don't use farms that much, but it is good that these are looked into. I am very happy that your are solving double industry workforce, census drive, and census report issues. These are not crucial for the game play, but annoying little bugs.

I have read about farm unhappiness since SimCity 4 first came out. Many just stopped using them completely and started with Dirty Industry. I hope to make IR a valuable part of the Industrial sector. I call this freedom of gameplay. The doubled workforce and doubled CI actually caused a lot of people to shy away from CAM. Coupled with the seemingly difficult instructions on how to patch the SimCity_1.dat file, people were quite literally scared of this mod for a while.

That is about to be fixed. First, Z did a great patch to fix these issues. I built upon Z's fix to develop this one. Well, back to work so I can get this thing out.

Cheers man and thank you for your kind words.
Title: Re: CAM 2.0 Restart
Post by: Jimmyson on February 17, 2016, 02:24:03 AM
I'm really keen to start using CAM for the first time. I had started to download lots and dependencys for CAM 1.0, but with CAM 2 now rolled out, I would like to know what is included in the installer.

I can assume that it bundles the table adjustments, but I can't understand why it's >300MB. And given that its DAT packing, have the CAMeLOT packages been bundled into the installer?

And has CAM 2.0 been tested with the Steam version of SC4? When I tried to install CAM 2.1.0, it deleted "SimCity_1.dat" from the game data. Luckily it was backed up!
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on February 17, 2016, 06:57:27 AM
Hi Jimmyson, welcome to the world of CAM.

QuoteI had started to download lots and dependencys for CAM 1.0, but with CAM 2 now rolled out, I would like to know what is included in the installer

CAM actually has no dependencies at all. Since you stated it had removed the SimCity_1.dat and backed it up, I am going to assume you are using the Windows installer. This should only be about 14MB and is found here on the LEX http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3335 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3335).

This installer includes the Core CAM files - Controller File with Workforce adjustments, Census Job adjustments, Demand Graph, etc. - The PlayStyle file of choice which adjusts all the Stage growth tables and the Startup Screen - Maxis buildings that have been adjusted for CAM 1.0 - Fixed versions of the Nuclear Power Plant, Solar Power Plant and Medical Clinic - BSC Cleanitol with a specific CAM Cleanitol file (will be deleted after install) - Wouangaine's SC4 Dat Packer with 3 Visual C++ dll files (Will be deleted after install).

Having a 300MB File size tells me the file you are investigating is the NAM + CAM bundle. Please be advised this is for the Macintosh system. The file sizes are large because it is having to use a wineskin wrapper to run windows executables in a macintosh environment.

I use the Steam version of SC4. I have tested this with Windows 7, Windows 8.1 and currently Windows 10. CAM was finished using Windows 10, Steam SC4.

I would love to include CAMeLots into the package, but at this juncture this is not possible. The permissions needed have not yet been solicited or granted to do so. Perhaps in the future I can get some available to increase the amount of base game content. For now, only Maxis buildings modified to the CAM values are included in the CAM install. This is why CAM has no dependencies and will work perfectly without any other downloads, just stages 10-15 will not be represented until you download some CAMeLots.

The included Dat Packer has some very specific instructions in the installer. Please follow them specifically. CAM 2 does need to patch the SimCity_1.dat file. This is a permanent fix for SimCity 4. This patch is modifying the industrial files to include IR into the industrial totals and to provide IR CAP Relief for industrial connections. This is the only part that is being patched, but has to be patched or you will have doubled industry numbers.

If you have any more questions, feel free to post them here, the CAM 2.1.0 uploaded and ready thread or PM me directly.

Cheers and welcome to CAM,
InvisiChem.
Title: Re: CAM 2.0 Restart
Post by: b22rian on February 22, 2016, 04:05:37 AM
Hi there InvisiChem

I have pretty much read through all the CAM 2.0 threads now
This fantastic what you have going on here and what you have accomplished to this point , is hard to believe  &apls

I am a part of the RTMT (which is still active and trying to get the long awaited 4.0 build ready for upload and release to the community..)

I want you to know you have inspired myself and the rest of the RTMT team to carry on and I wanted to thank you personally for motivating me and the team  :thumbsup:

Thanks so much , Brian
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on February 22, 2016, 07:24:58 AM
Thank you for your kind words. I'm glad to inspire and hope my future efforts will continue to inspire.

I have used previous versions of RTMT and it is a very impressive mod itself. I only hope to be at the doorstep of the RTMT and NAM teams.

If you think I can lend a hand in any way, I may need some training to get up to speed, hit me up PM. More than willing to help out, plus it'll give me something else to work on than PIM-X'ing a bunch of Maxis buildings. lol.
Title: Re: CAM 2.0 Restart
Post by: Pat on February 22, 2016, 08:09:21 AM
Ive been following CAM 1.0 for a dark age and love it, to see CAM 2.0 Im excited and will have to download it for sure!
Title: Re: CAM 2.0 Restart
Post by: Mero90 on February 22, 2016, 09:32:22 AM
Hi there,

I have some questions that aren't closely related to the CAM, but since the CAM fixes some aspects of this game, and tries to make it more realistic and a little bit more challenging, this could be the right place to post.

I'm now working on some civic buildings balance. I have noticed that many civic buildings are very underpriced, and there is no economics planning before building them (i.e. my city needs a new hospital, I don't care about save money, it costs 1100). What do you think abut this? Do you think this could be included in the CAM?
Title: Re: CAM 2.0 Restart
Post by: InvisiChem on February 22, 2016, 03:49:42 PM
Mero,

Develop away. Civics definitely need an update. I would be more than happy to include any updates you want to develop and this concept definitely fits in with the CAM model. Just be sure to release them individually as well. :)

Title: Re: CAM 2.0 Restart
Post by: FrankU on June 15, 2022, 12:54:09 PM
Hi people,

I have a problem.
I have installed SC4 again after a five year gap. Now I would like to use the CAM2.1.0., which I have downloaded just an hour ago.
The installer is just a piece of cake...but... It's just that I get errors. The installer DAT-packer does not seem to work. So I guessed I have to install the real DAT-packer first. So I did that (the 2008 version). It works.
But still the CAM installer gives me an error.
I have a brand new Win 11 laptop.
What could possibly be wrong?
Is this some kind of Win 11 problem with older software? Or could my Norton antivirus screw the installation?

Thanks in advance,
Frank
Title: Re: CAM 2.0 Restart
Post by: Ulisse Wolf on June 16, 2022, 05:01:04 AM
Quote from: FrankU on June 15, 2022, 12:54:09 PMHi people,

I have a problem.
I have installed SC4 again after a five year gap. Now I would like to use the CAM2.1.0., which I have downloaded just an hour ago.
The installer is just a piece of cake...but... It's just that I get errors. The installer DAT-packer does not seem to work. So I guessed I have to install the real DAT-packer first. So I did that (the 2008 version). It works.
But still the CAM installer gives me an error.
I have a brand new Win 11 laptop.
What could possibly be wrong?
Is this some kind of Win 11 problem with older software? Or could my Norton antivirus screw the installation?

Thanks in advance,
Frank

Here (https://www.simtropolis.com/library/misc/Solution%20to%20CAM%20Installation%20Problem%20Using%20Windows%2010.pdf) you can find the manual procedure of CAM Patch