The functionality of SC4Config is complete. Now, there are only a few cosmetic things to be done but the program is fully usable. I tried to lay out the widgets a bit like the game dialogs.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg114.imageshack.us%2Fimg114%2F4568%2Fsc4configsfbtak1.th.jpg&hash=375c4b81a2522da6eda3039133b0e03217b84331) (http://img114.imageshack.us/my.php?image=sc4configsfbtak1.jpg)
The RC1 version will be linked into this thread next week.
summery of version 1.0 functions
- transit speeds and capacities
- pathfinding
- train layout
- weather tuning
- neighbor deal tuning
- game clock speed customization
- rail/road construction behavior
- custom tunnel entrances (models by various modellers are included)
- customization of construction costs
- airport/seaport demand cap relief customization
- many more
things that become obsolete and have to be removed
- tunnel and slope mod
- speedpitch MOD
- NAM automata and pathfinding plugins
- the trafficop program and it's outputs
- other MODs that influence things like described above
Excellent news :thumbsup: ¡¡¡
I hope/guess it is CAMpatible .... ::) .... I cant associate any of the described functions with the CAM, but who knows... ;) ?¿?
I find these options really really useful. Perhaps you will include a custom terrain textures generator in the next version... ;D :D :D
Thanks for this great tool, which still can't be downloaded ..... %confuso ... ::) $%Grinno$% :D :D
so thats what you have been up to the past month or so you lil devil :) this will be useful for everyone once it comes out great job! :thumbsup:
This looks like a very interesting program that is for sure. Great work and keep it up!
I only have one issue with this program. Mott has made some fairly interesting and important finds about the Traffic Simulators. As it turns out the NAM Traffic Simulators which were meant to help make the game determine proper pathfinding and better options for capacities, actually turned out to not fix the problem. Mott and I have colaborated and have finally come up with some balanced ALPHA Traffic Simulators, that will make the old NAM Traffic Simulators and Traffic Cop obsolete and will make the transit portion of this tool potentially harmful to the game if people do not tune their Traffic Simulator properly.
Here is a link to the thread:
Commute Engine Tweaking (http://sc4devotion.com/forums/index.php?topic=2665.0)
Please Goaskin, take into account what has been said in this thread and maybe there is a way to implement this into your Tool without unbalancing everything in the game. The issues of the Traffic Simulator spread to other things aswell such as mass abandoment or dilapidation. It really should not be touched unless it is from an expert modder who knows what they are modifying. One thing that should not be changed ever, is the speed of the network, unless you know what you are doing.
Looks like a very helpful tool.
What do you mean with train layout ?
Great work, GoaSkin! &apls
I've looked at your screenshot with CAM in mind, and modfying the Demand Simulator will make it inCAMpatible with CAM version 1.1.
The property Demand: Neutral Tax Rate vs. Population has been changed in the CAM beta 1.0.1 currently being tested.
In order to be able to use it with the future CAM releases, there would have to be a button called "Standard CAM Values" as well, in addition to the "Standard Maxis Values".
The Main Simulator tweaking is good, all needed properties can be tweaked.
The Utilities Simulator tweaking should contain a lot more properties, than the maximum water/power funding.
Actually, looking at the number of propeties included, the tweaking of the Utilities Simulator could be a program of its own...
I haven't myself tweaked the weather tuning parameters, so I can't tell if you would need to be able to tweak those properties not included, e.g ambient temperatur and ambient moisture settings.
For the neighbour deal tuning I would want to be able to tweak all available properties.
neutral tax vs. population can be set manually with the program I think. If not, I may add it including a button for default CAM value. All the NAM plugins are replaced by presets. You can select better/perfect/normal pathfinding in the program. I added some settings of the demand simulator and may enhance them. (demand cap relief: air/seaports, high tax vs. population). I did not remember a such a setting for normal tax.
With train layout I mean the minimum and maximum of cars a train can have and the values that influence the train lengths when a new train is spawned.
Can somebody please modify this instruction with the right values to be CAMpatible?
//Neutral Tax Rate vs. Population
Exemplar.CreateProperty(0x4A1F38B5)->SetValueType(TExemplarProperty::evtFloat32)->SetRepetitions(82)
->SetFloat32(0)->SetFloat32(9)->SetFloat32(150000)->SetFloat32(8.9)->SetFloat32(300000)->SetFloat32(8.9)
->SetFloat32(450000)->SetFloat32(8.8)->SetFloat32(600000)->SetFloat32(8.7)->SetFloat32(750000)->SetFloat32(8.7)
->SetFloat32(900000)->SetFloat32(8.6)->SetFloat32(1050000)->SetFloat32(8.5)->SetFloat32(1200000)->SetFloat32(8.5)
->SetFloat32(1350000)->SetFloat32(8.4)->SetFloat32(1500000)->SetFloat32(8.3)->SetFloat32(1650000)->SetFloat32(8.3)
->SetFloat32(1800000)->SetFloat32(8.2)->SetFloat32(1950000)->SetFloat32(8.1)->SetFloat32(2100000)->SetFloat32(8)
->SetFloat32(2250000)->SetFloat32(8)->SetFloat32(2400000)->SetFloat32(7.9)->SetFloat32(2550000)->SetFloat32(7.8)
->SetFloat32(2700000)->SetFloat32(7.7)->SetFloat32(2850000)->SetFloat32(7.6)->SetFloat32(3000000)->SetFloat32(7.5)
->SetFloat32(3150000)->SetFloat32(7.4)->SetFloat32(3300000)->SetFloat32(7.4)->SetFloat32(3450000)->SetFloat32(7.3)
->SetFloat32(3600000)->SetFloat32(7.2)->SetFloat32(3750000)->SetFloat32(7.1)->SetFloat32(3900000)->SetFloat32(7)
->SetFloat32(4050000)->SetFloat32(6.9)->SetFloat32(4200000)->SetFloat32(6.7)->SetFloat32(4350000)->SetFloat32(6.6)
->SetFloat32(4500000)->SetFloat32(6.5)->SetFloat32(4650000)->SetFloat32(6.4)->SetFloat32(4800000)->SetFloat32(6.2)
->SetFloat32(4950000)->SetFloat32(6.1)->SetFloat32(5100000)->SetFloat32(5.9)->SetFloat32(5250000)->SetFloat32(5.8)
->SetFloat32(5400000)->SetFloat32(5.6)->SetFloat32(5550000)->SetFloat32(5.4)->SetFloat32(5700000)->SetFloat32(5.1)
->SetFloat32(5850000)->SetFloat32(4.8)->SetFloat32(6000000)->SetFloat32(4);
Quote from: GoaSkin on November 10, 2007, 07:08:00 PM
Can somebody please modify this instruction with the right values to be CAMpatible?
We are still beta testing the next version of CAM, so nothing is carved in stone yet.
The settings below are those we are testing at the moment, reduced quite a lot compared to Rush Hour:
//Neutral Tax Rate vs. Population
Exemplar.CreateProperty(0x4A1F38B5)->SetValueType(TExemplarProperty::evtFloat32)->SetRepetitions(82)
->SetFloat32(0)->SetFloat32(9)->SetFloat32(150000)->SetFloat32(8.8)->SetFloat32(300000)->SetFloat32(8.6)
->SetFloat32(450000)->SetFloat32(8.4)->SetFloat32(600000)->SetFloat32(8.2)->SetFloat32(750000)->SetFloat32(8.0)
->SetFloat32(900000)->SetFloat32(7.8)->SetFloat32(1050000)->SetFloat32(7.6)->SetFloat32(1200000)->SetFloat32(7.4)
->SetFloat32(1350000)->SetFloat32(7.2)->SetFloat32(1500000)->SetFloat32(7.0)->SetFloat32(1650000)->SetFloat32(6.8)
->SetFloat32(1800000)->SetFloat32(6.6)->SetFloat32(1950000)->SetFloat32(6.4)->SetFloat32(2100000)->SetFloat32(6.2)
->SetFloat32(2250000)->SetFloat32(6.0)->SetFloat32(2400000)->SetFloat32(5.8)->SetFloat32(2550000)->SetFloat32(5.6)
->SetFloat32(2700000)->SetFloat32(5.4)->SetFloat32(2850000)->SetFloat32(5.2)->SetFloat32(3000000)->SetFloat32(5.0)
->SetFloat32(3150000)->SetFloat32(4.8)->SetFloat32(3300000)->SetFloat32(4.6)->SetFloat32(3450000)->SetFloat32(4.4)
->SetFloat32(3600000)->SetFloat32(4.2)->SetFloat32(3750000)->SetFloat32(4.0)->SetFloat32(3900000)->SetFloat32(3.8)
->SetFloat32(4050000)->SetFloat32(3.6)->SetFloat32(4200000)->SetFloat32(3.4)->SetFloat32(4350000)->SetFloat32(3.2)
->SetFloat32(4500000)->SetFloat32(3.0)->SetFloat32(4650000)->SetFloat32(2.8)->SetFloat32(4800000)->SetFloat32(2.6)
->SetFloat32(4950000)->SetFloat32(2.4)->SetFloat32(5100000)->SetFloat32(2.2)->SetFloat32(5250000)->SetFloat32(2.0)
->SetFloat32(5400000)->SetFloat32(1.8)->SetFloat32(5550000)->SetFloat32(1.6)->SetFloat32(5700000)->SetFloat32(1.4)
->SetFloat32(5850000)->SetFloat32(1.2)->SetFloat32(6000000)->SetFloat32(1.0);
When changing the
Demand: Neutral Tax Rate vs. Population you also need to change the
Demand: Tax Modifier vs. Rate Variance.
The default setting for that is 0.2, 0.3, 1.0, 0.0, 5.0, -3.5
In CAM testing it is set at 0.2, 0.3, 1.0, 0.0, 5.0, -5.0, 20.0, -5.0
The maximum threshold depends on the smallest neutral tax rate setting, which has been reduced from 4.0 to 1.0.
The maximum tax rate allowed in the game is 20.0.
The relation between these needs to be 20/4 = 5 in Rush Hour, 20/1 = 20 in CAM.
Note that all these tax settings might be changed for the CAM following the beta testing.
And CAM 1.0 does not change the
Demand: Neutral Tax Rate vs. Population at all (it is too easy to make money in CAM 1.0).
well... I added a checkBox for CAM settings... the code now looks like this:
//Neutral Tax Rate vs. Population (different settings for CAM needed)
if(checkBoxCAM->isChecked())
Exemplar.CreateProperty(0x4A1F38B5)->SetValueType(TExemplarProperty::evtFloat32)->SetRepetitions(82)
->SetFloat32(0)->SetFloat32(9)->SetFloat32(150000)->SetFloat32(8.8)->SetFloat32(300000)->SetFloat32(8.6)
->SetFloat32(450000)->SetFloat32(8.4)->SetFloat32(600000)->SetFloat32(8.2)->SetFloat32(750000)->SetFloat32(8.0)
->SetFloat32(900000)->SetFloat32(7.8)->SetFloat32(1050000)->SetFloat32(7.6)->SetFloat32(1200000)->SetFloat32(7.4)
->SetFloat32(1350000)->SetFloat32(7.2)->SetFloat32(1500000)->SetFloat32(7.0)->SetFloat32(1650000)->SetFloat32(6.8)
->SetFloat32(1800000)->SetFloat32(6.6)->SetFloat32(1950000)->SetFloat32(6.4)->SetFloat32(2100000)->SetFloat32(6.2)
->SetFloat32(2250000)->SetFloat32(6.0)->SetFloat32(2400000)->SetFloat32(5.8)->SetFloat32(2550000)->SetFloat32(5.6)
->SetFloat32(2700000)->SetFloat32(5.4)->SetFloat32(2850000)->SetFloat32(5.2)->SetFloat32(3000000)->SetFloat32(5.0)
->SetFloat32(3150000)->SetFloat32(4.8)->SetFloat32(3300000)->SetFloat32(4.6)->SetFloat32(3450000)->SetFloat32(4.4)
->SetFloat32(3600000)->SetFloat32(4.2)->SetFloat32(3750000)->SetFloat32(4.0)->SetFloat32(3900000)->SetFloat32(3.8)
->SetFloat32(4050000)->SetFloat32(3.6)->SetFloat32(4200000)->SetFloat32(3.4)->SetFloat32(4350000)->SetFloat32(3.2)
->SetFloat32(4500000)->SetFloat32(3.0)->SetFloat32(4650000)->SetFloat32(2.8)->SetFloat32(4800000)->SetFloat32(2.6)
->SetFloat32(4950000)->SetFloat32(2.4)->SetFloat32(5100000)->SetFloat32(2.2)->SetFloat32(5250000)->SetFloat32(2.0)
->SetFloat32(5400000)->SetFloat32(1.8)->SetFloat32(5550000)->SetFloat32(1.6)->SetFloat32(5700000)->SetFloat32(1.4)
->SetFloat32(5850000)->SetFloat32(1.2)->SetFloat32(6000000)->SetFloat32(1.0);
else
Exemplar.CreateProperty(0x4A1F38B5)->SetValueType(TExemplarProperty::evtFloat32)->SetRepetitions(82)
->SetFloat32(0)->SetFloat32(9)->SetFloat32(150000)->SetFloat32(8.9)->SetFloat32(300000)->SetFloat32(8.9)
->SetFloat32(450000)->SetFloat32(8.8)->SetFloat32(600000)->SetFloat32(8.7)->SetFloat32(750000)->SetFloat32(8.7)
->SetFloat32(900000)->SetFloat32(8.6)->SetFloat32(1050000)->SetFloat32(8.5)->SetFloat32(1200000)->SetFloat32(8.5)
->SetFloat32(1350000)->SetFloat32(8.4)->SetFloat32(1500000)->SetFloat32(8.3)->SetFloat32(1650000)->SetFloat32(8.3)
->SetFloat32(1800000)->SetFloat32(8.2)->SetFloat32(1950000)->SetFloat32(8.1)->SetFloat32(2100000)->SetFloat32(8)
->SetFloat32(2250000)->SetFloat32(8)->SetFloat32(2400000)->SetFloat32(7.9)->SetFloat32(2550000)->SetFloat32(7.8)
->SetFloat32(2700000)->SetFloat32(7.7)->SetFloat32(2850000)->SetFloat32(7.6)->SetFloat32(3000000)->SetFloat32(7.5)
->SetFloat32(3150000)->SetFloat32(7.4)->SetFloat32(3300000)->SetFloat32(7.4)->SetFloat32(3450000)->SetFloat32(7.3)
->SetFloat32(3600000)->SetFloat32(7.2)->SetFloat32(3750000)->SetFloat32(7.1)->SetFloat32(3900000)->SetFloat32(7)
->SetFloat32(4050000)->SetFloat32(6.9)->SetFloat32(4200000)->SetFloat32(6.7)->SetFloat32(4350000)->SetFloat32(6.6)
->SetFloat32(4500000)->SetFloat32(6.5)->SetFloat32(4650000)->SetFloat32(6.4)->SetFloat32(4800000)->SetFloat32(6.2)
->SetFloat32(4950000)->SetFloat32(6.1)->SetFloat32(5100000)->SetFloat32(5.9)->SetFloat32(5250000)->SetFloat32(5.8)
->SetFloat32(5400000)->SetFloat32(5.6)->SetFloat32(5550000)->SetFloat32(5.4)->SetFloat32(5700000)->SetFloat32(5.1)
->SetFloat32(5850000)->SetFloat32(4.8)->SetFloat32(6000000)->SetFloat32(4);
//Tax Modifier vs. Tax Variance (different settings for CAM needed)
if(checkBoxCAM->isChecked())
Exemplar.CreateProperty(0x4A1F38B6)->SetValueType(TExemplarProperty::evtFloat32)->SetRepetitions(6)
->SetFloat32(0.2)->SetFloat32(0.3)->SetFloat32(1)->SetFloat32(0)->SetFloat32(5)->SetFloat32(-3.5);
else
Exemplar.CreateProperty(0x4A1F38B6)->SetValueType(TExemplarProperty::evtFloat32)->SetRepetitions(8)
->SetFloat32(0.2)->SetFloat32(0.3)->SetFloat32(1)->SetFloat32(0)->SetFloat32(5)->SetFloat32(-5)->SetFloat32(20)->SetFloat32(-5);
I never tested the CAM but it would be helpful if the modified exemplar comes in a seperate DAT file to be replaced (or deleted) when needed. But normally, the CAM should be loaded before SC4Config and so the exemplar settings are overrided by the program.
The first RELEASE candidate is out. Please download here:
Link (http://sourceforge.net/project/showfiles.php?group_id=198881&package_id=235719)
Go to browse all file in the download tag on this page! Somehow, the files listed under windows are empty. A Mac version and the source distribution follows.
The program itself compiles under Linux too but requires a KDE 4 preview.
After a quick look at this tool Goaskin.. I worry about the damage some users could do to their simulators by using improper values. Especially with the Transit Networks. After all the investigations that Mott has done into the Traffic Simulator it seems like the Transit portion of the tool is too dangerous for someone not knowing what they are doing to randomly change the values.
We have found that the Speed values cannot be changed without changing other variables accordingly and calculated properly to be with in a certain range. The original NAM Pathfinding Simulators failed with this and some of them actually made issues wors, when they were meant to help the situation. Mott has done amazing work and if you take a read through the link I posted earlier in this thread you will understand what I am talking about. The 3 biggest variables (properties) that I dont think should be in this tool are Commute Time, Network Speed and Capacity. Through research Mott and I have discovered that these three properties are so closely linked (like they should be) and they should not be touched individually unless you calculate all 3 together. I would highley recommend either removing these features or at very least make it so you can choose from a standard set of values for these sets, based on the work Mott and I put together.
Please I ask you to take this into consideration because it can really, really cause issues with the overall simulation of the game.
I don't understand exactly what you mean. I thought the default values of any NAM plugin can be selected - the pathfinding presets (standard, perfect, better) and the capacity/commute settings (1x,2x,5x,10x). I did not recognize any changes in the NAM exemplars except one single value. Is there anything I haven't seen?
I hae downloaded and briefly tested the tool and I have to say I am in love with it :thumbsup: &apls &apls . It is really powerful and I can start cleaning my mods folders ::)
What JPlumbey is referring to is a recent thread where mott re-writed some conceptions about transit/traffic. I dont have a link at hand, but you can check for mott's latest posts and check them. Really interesting material.
If he explains it, I can add new presets in the future and/or implement variables to handle the dependencies bethween the values.
Version 1.1 will beside include an illustration page configure colors of anything (night brightness, zone colors, sun color etc.).
But before the final release of 1.0 will be out, two more release candidates follow.
this seems to be very useful :thumbsup:
i hope you're planning to add an english version ::) :P
mauricio.
The version is multi-lingual. The displayed language depends on the operating system language. The spanish version is incomplete at the moment because Jeronij translated the program earlier when things were missing.
luckily because my german is non-existent $%Grinno$%
mauricio.
Quote from: jplumbley on November 10, 2007, 07:11:13 AM
This looks like a very interesting program that is for sure. Great work and keep it up!
I only have one issue with this program. Mott has made some fairly interesting and important finds about the Traffic Simulators. As it turns out the NAM Traffic Simulators which were meant to help make the game determine proper pathfinding and better options for capacities, actually turned out to not fix the problem. Mott and I have colaborated and have finally come up with some balanced ALPHA Traffic Simulators, that will make the old NAM Traffic Simulators and Traffic Cop obsolete and will make the transit portion of this tool potentially harmful to the game if people do not tune their Traffic Simulator properly.
Here is a link to the thread:
Commute Engine Tweaking (http://sc4devotion.com/forums/index.php?topic=2665.0)
Please Goaskin, take into account what has been said in this thread and maybe there is a way to implement this into your Tool without unbalancing everything in the game. The issues of the Traffic Simulator spread to other things aswell such as mass abandoment or dilapidation. It really should not be touched unless it is from an expert modder who knows what they are modifying. One thing that should not be changed ever, is the speed of the network, unless you know what you are doing.
Please follow the link I posted in this quote from earlier in this thread. The thread at the other side of the link you must read through the whole thing. There should be constants for each of the three major components of the Traffic Simulator:
Speed (should be very similar to the vanilla stats, if not the same)
Commute Time (calculated by mott)
Pathfinding Heuristic (calculated by mott)
Capacities should also be set to a fairly static set of values... Although these can be manipulated slightly.
Macintosh version is out now
Quote from: GoaSkin on November 22, 2007, 12:20:08 PM
Macintosh version is out now
... I think I'll wait for the windows version.... I dont have the money to buy a Mac atm $%Grinno$% ;)
The windows version has been released one week ago:
Here you find everything.
http://sourceforge.net/project/showfiles.php?group_id=198881
By the way the spanish version is incomplete. ¿Puedes avanzar el archivo sc4config_es.ts de la carpeta lang en el archivo CVS del proyecto (¡vea la página!) por favor?
It seems I missed something ::) :D :D
I´'ll try to make the final translation asap. Not sure if this weekend.... &mmm
I was wondering , for those of us who do not know the default amounts set by maxis , or the NAM team , or the different Tunnel mods , is there going to be any type of info on how to use this tool without really screwing the game up? I grabbed a copy and , well , I'm lost! I'm sure that this tool was probably intended for modders , however I really would like to "tweak" a little. I'm in total awe of you coders,(including Wouanagaine)as you create some very useful tools!
You may set the default values for everything and then only modify where you are sure to know what to do. Some settings are supported by the game but not explored well.
I wish I would have known about this thread before I posted in the old one... Anyway, the tooltips are giving me trouble. The display for less than a second and I cannot read any information on them. I like how far this tool has come along since it was first started. Great work so far. I shall see if I can break it though if or when I have time ;)
please try to run the program with a parameter:
Quote
C:\PATH_TO\SC4CONFIG\>sc4config -style cleanlooks
The program may appear in a different skin. Please say if the tooltips are appearing then. If so, it is a problem with the used stylesheet.
Quote from: jplumbley on November 16, 2007, 12:36:06 PM
After a quick look at this tool Goaskin.. I worry about the damage some users could do to their simulators by using improper values.
Please I ask you to take this into consideration because it can really, really cause issues with the overall simulation of the game.
After playing with SC4config for a bit this weekend, I think I have to agree with JPlumbley. Although this is a wonderful tool for tweaking values, I would seriously not recommend it for anyone that doesn't know what they're doing.
Why? Well, of course the first thing I did was raise all of the transit speeds and capacities to the absolute maximum. Worked beautifully to get rid of traffic. Everyone walked everywhere. But, they all found better paying jobs 3 city tiles over, so the number of commuters to SimNation skyrocketed. It was fun. And I exited without saving, so no damage done.
Now that I've learned my lesson, I may do some more experimenting later on, but only some moderate tweaking, especially of mass transit.
I have to admit that I did enjoy having a completely green Traffic Congestion map for the first time in decades in my CAMtropolis with a population of 4.6Million.
The version RC1 has a bug in the demand simulator output that forces unexhausible demand for anything - even of the taxes are 20% because the program exports wrong values.
The bug has been fixed but will not be released until friday because there are a few other changes to apply. The weather simulation has been removed and support for the radius mod has been added.
To use the program, everyone should leave all the values alone where he does not know what to do.
By the way there are no perfect settings for pathfinding. The traffic simulation depends on CPU speed, the RAM and the used version of Sim City (and of course the installed buildings that slow down the performance). There are no combinations of settings that fit all computers. The behavior of such mods depend on the used computes and may be optimized to the computers of the creator.
For me, the better/perfect pathfinding plugins have no effect except that everyone uses large routes to reach short distances.
The right settings for better pathfinding are really individual.
The player can have some plugins using the same exemplars as sc4config plugin, so I think it should be placed at the end of the Plugins folder (by adding "zzz"). Am I right or not?
I tried that and it didn't seem to work that way in the main plugins folder, but throwing it in the Z_Cam folder took care of everything.
You need to remove the main CAM file and set the checkbox Colossus Addon MOD activated. That emulates it.
Considering all of the XTool modified Maxis RCI lots, and other necessary modifications, removing the main CAM file doesn't sound like such a good idea. Besides, I've tweaked my main CAM file as well.
I think that maybe the program puts values into the dat that aren't user controlled? For some reason my crime level went through the roof as I used it, even though I'm using RaphaelNinja's Crime Doesn't Pay ordinance. So, what I've done is opened the sc4config.dat in Ilive Reader, and deleted all of the properties that don't necessarily pertain to my playing style, and that I didn't set, then used that dat as my plugin.
This allows me to test only a specific set of variables and tweaks at a time, instead of having to deal with everything all at once. Then I write down values that actually work for me, and move on to the next thing I want to tweak.
GoaSkin, perhaps in your next beta release you could split up the dats, so that each page of tweaks is saved in its own dat? Ideally, only the values that I change would be included in any dat, giving me optimum control of the mod I'm creating.
And I don't think I ever actually thanked you for this program, and your hard work put into it. Great job with this, thank you.
I think I will add a config dialog to a future version with the possibility to deactivate some destination exemplars.
If the CAM is installed and loaded after the sc4config DAT, the demand settings of sc4config will be ignored but anything else works. That may be a possibility to use the CAM settings as they are. Anyhow, the original demand settings with checked checkbox will export the same exemplar settings.
For RC2 it will be possible to choose the destination export folder manually. The weather settings have been removed and some utility settings added.
I have 3 problems.
- All the vehicles are acting weird, they fade in.. drive 10 meters and fade out.
- There are way to much vehicles on strange, silent places.. but on the places you expect them (traffic says 196 cars and 100 busses) there is no car @ all
- On the RHW network, cars are driving (when you can see them) very very slow. (street speed).
I have put back all the settings to normal saved it and exported it, but the problem is still there :(
GoaSkin
This tool seems to be just what I was hoping would come out. But I have a big question. Is there anyway in a later version you could make it so that it could load up the settings of other simulators(ex: NAM Traffic Simulator) that way if there was something you wanted to change in it you could?
I ask because I like the NAM Traffic Simulator but I believe the 43tile sim walking distance is too far and would like to change it to 23 tile walking distance instead. Since I believe from what I read A actually allows sims to travel further to work.Which is how I design my areas with that in mind.
Thanks
SimNation
You can already do that with iLive's Reader. Just be sure to back up the original file before you start tweaking it for your own needs, just in case.
Didnt know you could do that without messing it up with iLive's Reader.. Thanks for telling me xxdita. Would still be good to be able to load settins from other mods and such and then mix and match them or change them to ur liking with this tool though :P
When modding anything, it's important to have a backup copy, stored safely outside of your Plugins, just so that you can keep track of the changes you've made, and then if it doesn't work out quite as you expected, you can start from square one again.
When tweaking the NAM especially, I'd suggest small steps, only tweaking one value at a time, and testing each step thoroughly in-game, on a fairly developed city. Take note of any effects, but don't save the game unless you've found your perfect plugin, that you think you'll stick with for the duration of the city.
As in real life, each player and each city may have different transit needs. The great thing about the new NAM traffic simulators is that there are multiple options available, each with recommendations for specific city sizes, to suit various city and playing styles.
I'm encountering an issue when using SC4Config with vanilla SC4 Deluxe. Whenever I tweak something, my traffic volume decreases by 50-75%. Often residential buildings will display 0 commuters. Despite this, buildings remain occupied and the occupants happy. I tried using SC4Config with all the Maxis defaults (no tweaks), and this issue still occurs. If I had to guess, I would say the SC4Config pathfinding is the problem, but I don't think I can turn it off (or there is no option to turn it off). Anyone else getting the same thing? Of course, if you use the CAM, your density is probably so large to not really notice that you're missing traffic...
While I'm here, I thought I'd also ask: Why not allow enabling/disabling of some of the features? For example, if I'm going to use the Maxis defaults for everything except "transit preference (%)", why put all those other features in the .dat?
Otherwise, the tool looks great! :thumbsup: Hopefully you can find my missing traffic volume, I'd really like to start experimenting with traffic models.