SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => BSC Functional Seaports => Topic started by: RippleJet on May 21, 2008, 01:23:59 PM

Title: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 21, 2008, 01:23:59 PM
Similarily to how the AC Functional Airports (http://sc4devotion.com/forums/index.php?topic=4662.0) have been developed, we are making functional, upgradeable seaports.
This thread is a showcase of different seaports and their development.

A support thread, similar to the one for the airports will be opened when we get closer to a release date. ::)

Seaports only have one purpose in game, they provide a means for the industry to export goods.
There are three built-in means to export goods out of a city:
   1. By freight trucks across the city border
   2. By freight trains across the city border
   3. By freight trucks to a seaport

Using transit switches it's simple to convert freight trains into freight trucks though.
Thus, a seaport can be made to appear as if it accepts freight trains as well.

Each "trip" of exported goods (over a seaport or over a border crossing) provides an industrial CAP relief of 20.
Each "trip" of exported goods over seaports (but not over border crossings) provides a commercial CAP relief of 2.

The first upgradeable custom seaport was actually showcased by Barby (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=96453&STARTPAGE=14#1372722) more than 50 days ago...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FBRTSeaportStages.gif&hash=18b9c4f7f59fc327ec75456d11588de13a676514)

Note that this is not a collection of separately plopped seaports. $%Grinno$%
The seaport actually upgrades, and it upgrades automatically, as soon as there's need for more capacity.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 22, 2008, 06:17:56 AM
Agriculture exports goods as well...
But none of the existing seaports fits very well in a rural environment.
Thus, out of the creative hands of Barby, Jestarr and Citynut comes this: &apls

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fruralportupgrades.gif&hash=462fa8dcd5accce1561e2260b40e9de74d0cc02a)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: wouanagaine on May 22, 2008, 11:36:29 PM
Amazing !
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: jplumbley on May 23, 2008, 01:52:08 AM
UPGRADABLE Seaports!!!!   &apls   &apls   &apls   &apls
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 24, 2008, 04:45:38 AM
Continuing on the rural subject... here's another small town / rural seaport, with docks made by Citynut. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fcnutport.gif&hash=324d6104459aa13f6722eb2128e6249983b5726f)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Alfred.Jones on May 24, 2008, 04:53:05 AM
That is awesome! I've always have been annoyed that there are no seaports for rural areas. This is awesome

Cannot wait to use them :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Xperian on May 24, 2008, 06:13:59 AM
Wow, these are awesome. How the seaport can upgrade itself and improves as your city improves is amazing.  &apls I especially love the detail on the third one but they all look great!
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: JoeST on May 24, 2008, 06:27:04 AM
This isnt just awesome, this is SUPER AWESOME!!!
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on May 24, 2008, 06:52:45 AM
The first one will have more props etc before it is released. That was one of the first sets I made and made quite quickly to get into my Grand River Valley region play at ST.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: simdad1957 on May 24, 2008, 07:23:31 AM
It's too bad that this project could not be made compatible with PEG's work. His waterfront lots including his functional container and break bulk seaports are quite handsome and add immensely to the coastline of my cities. It would be very difficult (heartbreaking really) for me to have to bulldoze them to install this Mod. This would really destroy the character of my established cities.

Any ideas? Do you guys talk to PEG at all?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 24, 2008, 08:18:15 AM
Quote from: simdad1957 on May 24, 2008, 07:23:31 AM
It's too bad that this project could not be made compatible with PEG's work. His waterfront lots including his functional container and break bulk seaports are quite handsome and add immensely to the coastline of my cities. It would be very difficult (heartbreaking really) for me to have to bulldoze them to install this Mod. This would really destroy the character of my established cities.

Nothing would be easier than to include all three seaports Peg has made, the CDK3 Container Port, the CDK3 Break Bulk Port and the CSK2 Small Port.
And the Container Port would in that case not be replacing the ingame seaport.
However, in order to ensure that we do not cause CTD's, Pegs lots (only the lots, not the models) would have to be included in our file, "BSC Functional Seaports.dat".

The license agreement of Peg's creations effectively stops us from including them though:

Quote from: Pegasus, readme_257.htm
This product is the exclusive property of Pegasus Productions and SimPeg.Com. This product is provided for the sole recreational use of the individual who obtained it from the authorized download site. This product may not be modified, reused or redistributed in any manner. Licenses to modify and Commercial-use licenses can be purchased via email request to licenses@simpeg.com

I will probably be making my own version though, including Peg's port...
But we cannot distribute it without breaking his license.


Quote from: simdad1957 on May 24, 2008, 07:23:31 AM
Any ideas? Do you guys talk to PEG at all?

We did. &mmm
But when suggested, Peg didn't want/need our cooperation:

Quote from: Pegasus
Its impractical because it means someone or some group has control over all related development. It would also require players to only use lots "sanctioned" by that individual or group and to update the control file everytime one of those "sanctioned" files was released.  Complicated... unnecessary... impractical... IMHO.  But do carry on if you feel there is a need and true benefit to the community.

Don't worry about the CDK seaports or the CSK2 seaport. They will be released with a disclaimer stating that they are NOT compatible with any other custom seaports or seaport control mods.... so there shouldn't be any confusion.

Quote from: Pegasus
Personally, I think the point is moot. Unless someone is planning on cranking out a s***load of new shipyards, where is the need?  Rarely can a player use more one than one in a city... and exactly how many to choose from do you need? The menus are too full as is is. Who really needs icons for a string of shipyards you won't use?  Especially, having to install them all just to use the only one you want...


If you've read AC Functional, Upgradeable Airports, Support Thread (http://sc4devotion.com/forums/index.php?topic=4662.0),
you know how we take care of removing seaports and airports from the menu without causing CTD's.

The discussion at Peg's site stopped with him blocking me and Barby from accessing his site.
As it is now out of our control, we ask for any further discussion regarding it to be taken at Peg's site.
Or via PM to me. We'd like not to discuss matters concerning other sites here.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: vester on May 24, 2008, 02:15:47 PM
I really like that you are doing so different kind of seaports for fit different kind of cities.

Hope to see a few more seaports.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Citynut on May 24, 2008, 02:21:13 PM
these are awesome - I know I cant wait to use them - what he didnt tell you is I made the building(s) except for the first one that is Jestarr's and I also made most of the boats you see. boy I cant wait for these to go live
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Diggis on May 25, 2008, 12:57:35 PM
These look great guys.  I especially like the small rural looking ports.  Are you planning any inland ports for canals?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 25, 2008, 01:08:04 PM
Quote from: Diggis on May 25, 2008, 12:57:35 PM
Are you planning any inland ports for canals?

Maybe we are... maybe someone is working on them... ::)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Alfred.Jones on May 26, 2008, 01:23:17 AM
Quote from: RippleJet on May 25, 2008, 01:08:04 PM
Maybe we are... maybe someone is working on them... ::)

I love the definite answer :thumbsup: :P
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 26, 2008, 01:27:42 AM
Say, Tage: seaports on one side; airports on the other - what's next? Upgradeable space ports and full-scale migration to SimPlanet?  &apls.

Since your airport project will be ready on (whichever) Monday, I can reserve Tuesday for redoing my seaports, ja?  ()stsfd()
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 26, 2008, 01:37:07 AM
Quote from: HandsOn on May 26, 2008, 01:27:42 AM
Say, Tage: seaports on one side; airports on the other - what's next? Upgradeable space ports and full-scale migration to SimPlanet?  &apls.

Shhh, don't tell them too much... :D


Quote from: HandsOn on May 26, 2008, 01:27:42 AM
Since your airport project will be ready on (whichever) Monday, I can reserve Tuesday for redoing my seaports, ja?  ()stsfd()

Ok, I've picked a Tuesday in my calendar... ::)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on May 26, 2008, 01:38:02 AM
I would reserve a week for each, HandsOn, not just a day. :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 26, 2008, 01:50:47 AM
Quote from: BarbyW on May 26, 2008, 01:38:02 AM
I would reserve a week for each, HandsOn, not just a day. :thumbsup:
Between that and my CJ/MD and constantly checking what's new on the sites I am beginning to lose sleep here - this is torture. Finally I know what happend to the Spanish Inquisition (sorry Jeronji) Monty Python always mentioned..  :P
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: FrankU on May 26, 2008, 02:23:57 AM
To Simdad1957 and all others...

It is a pity that SimCity 4 is very complex in harbours and airports. So we have a problem.
I have read on this and on PEGs site about the new harbours and the compatibility stuff.
I admit it makes me very cautious and I tend to stop using customized ports altogether.
PEG made functional seaports, but at the same time he made lots with jobs, without seaportfunction, that look quite the same. So the looks of the ports can be obtained without using port-lots.
Sure, it is a pity that the function is then not used, but what ca we do? &mmm

We now have the incompatibility between BSC and PEG, but what if some Japanese friend or whoever starts Batting other ports? The compatibility problem would become even larger..... :'(

I guess we have to live with it.
Maybe the best solution for the BSC friends on this site is to use the new products arriving here and take PEGs non-functional lots as additions to the ports.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: xxdita on May 26, 2008, 03:03:58 AM
PEG's EULA is the same for all of his products, so cannot be distrubuted with anyone else's uploads without his explicit permission. Any of his other lots can be used in conjunction with the BSC Seaports, but that would extend beyond the scope of the Functional Seaport Project, so there is really no need to include them as part of the package anyway, as it would only bloat the size of the download.

As for any of our Japanese friends, hopefully we would be able to open a line of communication to make their works compatible, and add them to the growing list of functional upgradeable seaports. The same holds true for anyone that is willing to cooperate in the ongoing development, and doesn't want to burn bridges just because they have a seaport.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Pat on May 26, 2008, 07:36:09 AM
Quote from: HandsOn on May 26, 2008, 01:50:47 AM
Between that and my CJ/MD and constantly checking what's new on the sites I am beginning to lose sleep here - this is torture. Finally I know what happend to the Spanish Inquisition (sorry Jeronji) Monty Python always mentioned..  :P

Its ok Handson you will get used to it sooner or later, hopefully sooner then later lol.... Anywho This is just uber sweet here!!!!
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: freedo50 on May 26, 2008, 09:35:59 AM
Quote from: FrankU on May 26, 2008, 02:23:57 AM
We now have the incompatibility between BSC and PEG, but what if some Japanese friend or whoever starts Batting other ports? The compatibility problem would become even larger..... :'(

I guess we have to live with it.
Maybe the best solution for the BSC friends on this site is to use the new products arriving here and take PEGs non-functional lots as additions to the ports.

There is no reason for people not to co-operate with the BSC in the same way as they do over texture IID ranges, it just takes a little bit of effort to be civil.

Fred
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: rooker1 on May 27, 2008, 07:06:08 AM
Hello,

This is a little something I have been working on.
Stage 1
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPDistributionSeaportStage1.jpg&hash=f0b1271d6ee0cf7a72dc20814b7adb8615e17b4e)
Stage 2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPDistributionSeaportStage2.jpg&hash=6757ef3ef5486ef317e035ea83d29a48dd619d08)
Stage 3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPDistributionSeaportStage3.jpg&hash=cbfc0f130e6576b9bfd3ee8a746a263932ebd159)
Stage 4
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPDistributionSeaportStage4.jpg&hash=01134ba6af6433b75acee1fb392550bf816a4636)
Stage 5
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPDistributionSeaportStage5.jpg&hash=2861996b8fe82eace7b6b00f86b61bd5b1e16aad)
Stage 6
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPDistributionSeaportStage6.jpg&hash=8091d22d4a8f7f560eafccb92ae16f8da8892c91)

Comments and suggestions are more than welcome, please.
Robin :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Alfred.Jones on May 27, 2008, 07:11:54 AM
That is insane Robin!!

I never thought I could fall in love with a port $%Grinno$%

Cannot wait for these to be in my plugins :D
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 27, 2008, 07:12:44 AM
 :thumbsup: looking very very, very good indeed. One question, though: would it be possible - without too much work - to have some kind of "seawall" texture below the dock's waterline?
Edit: must be losing my eyesight.. they just look fantastic all around - so, when..???
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: rooker1 on May 27, 2008, 07:13:25 AM
Thank you very much AJ.

Here is another for you to fall in love with.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F5374%2Fsdpwarehouselot1xv4.jpg&hash=ec83911cd013ccb319c3bce8096182519fbdc2db)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F9461%2Fsdpwarehouselot2he6.jpg&hash=c61cc1618a429a0b11314ba30395d7bd6b4c835d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg119.imageshack.us%2Fimg119%2F6217%2Fsdpwarehouselot3qv4.jpg&hash=50a5edccf005f92ea223ef802d96068968782e73)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg119.imageshack.us%2Fimg119%2F6435%2Fsdpwarehouselot4af2.jpg&hash=950065ccae2e4b751b380715740e8fc06a8cb1d7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F3981%2Fsdpwarehouselot5dw0.jpg&hash=d83678d7c0f023c2de392766e8e570c85d73d4e7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg119.imageshack.us%2Fimg119%2F1586%2Fsdpwarehouselot6jl8.jpg&hash=9d184fdb99e35d77f369e583005552f0ac91b361)

Enjoy and comment away, please. 
I want these to be perfect in the end.
Robin  :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Alfred.Jones on May 27, 2008, 07:16:12 AM
I want these now :'(

Excellent work Robin
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: rooker1 on May 27, 2008, 07:26:39 AM
And here are more pics of the last port.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F5848%2Fsdpwarehousebcraneandfoea7.jpg&hash=325805c6988b4eaa4f7a7bd0c259e88990cb20f0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F9589%2Fsdpwarehousebcraneandfotd8.jpg&hash=d6975e8bf10ae6b95ba930b2f24b6e22ae32471d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F6711%2Fsdpwarehouselotbsignfc8.jpg&hash=3d2820065a31f1104ce901e292c5bd2d14a25027)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F6810%2Fsdpwarehouselotb1xp2.jpg&hash=78ec3410923209b86b85a0ec8156f86d7e58e618)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg398.imageshack.us%2Fimg398%2F1985%2Fsdpwarehouselotb2io7.jpg&hash=d024a17cc536f986452b904cc91e5716ec69445c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg398.imageshack.us%2Fimg398%2F3681%2Fsdpwarehouselotb3om2.jpg&hash=14f932855baaf9126f9278779660bac27960ec36)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg398.imageshack.us%2Fimg398%2F3246%2Fsdpwarehouselotb4fw7.jpg&hash=ee3774c3fa2d90583bad8001a43483f129598ea1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg355.imageshack.us%2Fimg355%2F2406%2Fsdpwarehouselotb5nt2.jpg&hash=f12e9e6639a4c2f7a8f22f7caeb7790ac8a563c2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F8453%2Fsdpwarehouselotb6in0.jpg&hash=71d484dd6d90a16a93765cd1539b7f8607fe4043)

Robin  :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Alfred.Jones on May 27, 2008, 07:28:53 AM
That is massive robin :thumbsup:

Nice little google ad aswell :P $%Grinno$%
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: rooker1 on May 27, 2008, 07:29:13 AM
Here is one last one.  Just a small port.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPSmallWareHouseSeaportstage1.jpg&hash=53f0950707f19290ad1f85021e8dc112ba89015d)
stage 2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPSmallWareHouseSeaportstage2.jpg&hash=c6db39305267cb0b96a72505e95c0d3879c03616)
stage 3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPSmallWareHouseSeaportstage3.jpg&hash=0ffbd2d9ea503b93400e8fe17f226caa7e839420)
stage 4
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPSmallWareHouseSeaportstage4.jpg&hash=e95df9b7ee952489c942cea56fedcd44c76138c8)
stage 5
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPSmallWareHouseSeaportstage5.jpg&hash=3e75f3fd727a8a002d29ef9cd8ba6191e5ea1aec)
stage 6
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk83%2Frooker1%2FSDPSmallWareHouseSeaportstage6.jpg&hash=1887402653fd4e0a5eaf86e28206c92f73ff5bfc)

Robin  :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Ennedi on May 27, 2008, 07:40:33 AM
Fantastic work Robin!!!  &apls
Now I know why you was so silent last few weeks  :D Of course I knew you prepare something special   :P

One questions for now: These BRT WIMPS waterfront pieces - are they an integral part of your seaport or you unified your lots with them? In both cases the result is excellent  :)
My favourite: Piers  :thumbsup:
Of course I will have a few suggestions  ;D, but for now I have only one:
- More lights please  &hlp (ports work 24 hours per day  ;))

You have a new fan of your seaport work!
Adam
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: thundercrack83 on May 27, 2008, 08:31:28 AM
Wonderful work here, Robin! These new ports have taken things to another level!

I can't wait to see more progress, my friend!

Dustin
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: CasperVg on May 27, 2008, 09:20:42 AM
Looks nice, although I don't see a reason to change the pavement texture on the borders. Plus, the metal-and-brick fences don't really fit into an industrial area.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 27, 2008, 09:27:40 AM
Quote from: caspervg on May 27, 2008, 09:20:42 AM
Looks nice, although I don't see a reason to change the pavement texture on the borders. Plus, the metal-and-brick fences don't really fit into an industrial area.
Disagree here, I do. Plenty of old I-areas with nigh victorian wall fences.

What would interest me here is if those tracks will connect to rail?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Diggis on May 27, 2008, 10:07:28 AM
Quote from: HandsOn on May 27, 2008, 09:27:40 AM
Disagree here, I do. Plenty of old I-areas with nigh victorian wall fences.

What would interest me here is if those tracks will connect to rail?

I think they might be tyre marks.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 27, 2008, 10:13:56 AM
And so they might be, albeit very, very uniform; must be Bridgestone's F1 tyres. Which still begs the question: are this fantasmagoric harbours rail-enabled?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: bat on May 27, 2008, 10:49:34 AM
Fantastic work on these seaports there! Wonderful pictures of them!! :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: vester on May 27, 2008, 10:54:44 AM
Great ports. Maybe add some lights.

I made some light poles and some lights. You find it in my Prop pack Vol 1 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=333).
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Pat on May 27, 2008, 11:03:12 AM
Oooooooh Robin simply amazing Im just googling over here over so many wonderful ports of call...   &apls
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 27, 2008, 12:35:36 PM
Quote from: HandsOn on May 27, 2008, 10:13:56 AM
And so they might be, albeit very, very uniform; must be Bridgestone's F1 tyres.

We talked Kimi Räikkönen into making those... ()stsfd()


Quote from: HandsOn on May 27, 2008, 10:13:56 AM
Which still begs the question: are this fantasmagoric harbours rail-enabled?

Some of them might be... and this one (http://sc4devotion.com/forums/index.php?topic=4702.msg149425#msg149425) certainly is (from stage 5 and up)... ::)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 27, 2008, 12:43:41 PM
Quote from: RippleJet on May 27, 2008, 12:35:36 PM
We talked Kimi Räikkönen into making those... ()stsfd()
Hah! Where was Kimi in Monaco???
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 27, 2008, 01:01:32 PM
Quote from: HandsOn on May 27, 2008, 12:43:41 PM
Hah! Where was Kimi in Monaco???

He... was... in a hurry to get away from there as Robin had an appointment with him... ::)

Now, lets see if we can spot him in this animation...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FSDPDistributionSeaportAnimation.gif&hash=58d1b6f878298a83f36c659f48adee31b5b72645)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 27, 2008, 01:07:58 PM
Yup, that must be him, in the static truck on the left..not going anywhere soon..
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 28, 2008, 03:10:36 AM
Quote from: HandsOn on May 27, 2008, 01:07:58 PM
Yup, that must be him, in the static truck on the left..not going anywhere soon..

:D
Watch him in Montreal 11 days from now... ::)


Quote from: FrankU on May 26, 2008, 02:23:57 AM
Maybe the best solution for the BSC friends on this site is to use the new products arriving here and take PEGs non-functional lots as additions to the ports.

There is one slight problem with that though...
Pegasus' non-functional Break Bulk Dock uses a cargo ship that's included in the functional Break Bulk Seaport.
Thus, the functional port is a dependency, unless you can live with a brown box occasionally docking at the port... $%Grinno$%
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Alfred.Jones on May 28, 2008, 03:44:45 AM
Quote from: HandsOn on May 27, 2008, 12:43:41 PM
Hah! Where was Kimi in Monaco???

All I know is he was behind Lewis :P $%Grinno$%

Excellent ports Robin. You have done an amazing job :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 28, 2008, 03:55:06 AM
Quote from: Alfred.Jones on May 28, 2008, 03:44:45 AM
All I know is he was behind Lewis :P $%Grinno$%
Oh yeah, now I recall, some 8 places behind, and very much behind Sulti, too.. :P

Meanwhile' I'll ditto that about your ports - am already terraforming plenty of space in my cities for those beauties..  &apls

Edit: Isn't that ship included in the recently released Ship Pack by Pegasus?


Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: FrankU on May 28, 2008, 09:45:13 AM
Quote from: RippleJet on May 28, 2008, 03:10:36 AM

There is one slight problem with that though...
Pegasus' non-functional Break Bulk Dock uses a cargo ship that's included in the functional Break Bulk Seaport.
Thus, the functional port is a dependency, unless you can live with a brown box occasionally docking at the port... $%Grinno$%

OK, I didn't see that, haven't checked everything exactly. Well, maybe the ship's model can be extracted from the file. Or maybe you use the seaport just as a dependency....
Anyway, his projects are so wonderful, it would be a pity not to use them.

And another thing: the ports I see here are really fantastic, though I think Rooker1's ports are a bit too crowded with cranes.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 28, 2008, 10:18:04 AM
Quote from: HandsOn on May 28, 2008, 03:55:06 AM
Edit: Isn't that ship included in the recently released Ship Pack by Pegasus?

Obviously not. Read this:
http://simpeg.com/forum/index.php?topic=6151.msg132983#msg132983
Might be worth a suggestion to Pegasus to include it in an update to that prop pack though.


Quote from: FrankU on May 28, 2008, 09:45:13 AM
OK, I didn't see that, haven't checked everything exactly. Well, maybe the ship's model can be extracted from the file. Or maybe you use the seaport just as a dependency....

Having a functional seaport as a dependency would be fatal though,
since Pegasus has included his seaport developer exemplar in it.
And being installed in a zzzz... folder it would supersede any other developer exemplar you've got.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Pat on May 28, 2008, 12:29:16 PM
Danng just stunning here, thats all I got to say  &apls :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: FrankU on May 29, 2008, 08:03:44 AM
Well, what I meant is: just put the port in het plugins folder, but do not use it...
So there is an icon staring at the player, wanting to be used, but being ignored. How long will this situation hold?
I don't know, but have no other answer.
Maybe someone would be able to tell me how to extract the ship's model from PEGs file.
Probably I'd do something illegal then...
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Diggis on May 29, 2008, 08:31:50 AM
Quote from: FrankU on May 29, 2008, 08:03:44 AM
Well, what I meant is: just put the port in het plugins folder, but do not use it...
So there is an icon staring at the player, wanting to be used, but being ignored. How long will this situation hold?
I don't know, but have no other answer.
Maybe someone would be able to tell me how to extract the ship's model from PEGs file.
Probably I'd do something illegal then...

There are 2 reasons that won't work:

1. as Tage has just pointed out Peg has included the developer file in the seaport file and set it to install to a ZZZ folder.  this means just having the seaport installed will mean you have a second developer file, installed in a place where it will probably load last.

2. Just having an unreferenced seaport in your plugins folder will stuff life up.  you don;t even have to use it.  Just ask Hands On.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 29, 2008, 08:35:03 AM
Quote from: FrankU on May 29, 2008, 08:03:44 AM
Well, what I meant is: just put the port in het plugins folder, but do not use it...
So there is an icon staring at the player, wanting to be used, but being ignored. How long will this situation hold?
I don't know, but have no other answer.
Maybe someone would be able to tell me how to extract the ship's model from PEGs file.
Probably I'd do something illegal then...
Since - if I understood and tested this correctly - Peg's functional seaport conflicts with SWAP, then this would mean each one has to make a choice: Peg's seaport collection, or BSC SWAP & Seaports. Obviously both is not going to be possible as I - much to my detriment - have discovered from the Airport thread.

Or am I wrong, Tag?

edit: thanks for pointing yer finger at me, Diggis..  :P

But this does open a larger issue: what needs to be clarified, I think, is which of Peg's maratime multitudes are affected. Is this developer file applied to ALL of his port pieces, or are we just talking all functioning seaports (container port, functional seaport replacement, csk miniport, cdk miniport)? I did have a pre-SWAP problem with the miniport, but there the conflict was, I am pretty certain, between PEG's port replacement & his csk miniport, although I did not wring an admission out of him. So, Tag, Diggis, and other blistering barnacles: which items go onto the endangered list?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 29, 2008, 08:50:12 AM
Quote from: HandsOn on May 29, 2008, 08:35:03 AM
Or am I wrong, Tag?

Stand uncorrected! :thumbsup:
Unless I decide to share my unofficial version with you, supporting all seaports available... $%Grinno$%

You're even almost correct about the spelling of my name! ;D


Quote from: HandsOn on May 29, 2008, 08:35:03 AM
edit: thanks for pointing yer finger at me..  :P

Feel free to point back at me any time! :D


Quote from: FrankU on May 29, 2008, 08:03:44 AM
Maybe someone would be able to tell me how to extract the ship's model from PEGs file.
Probably I'd do something illegal then...

Why not ask Pegasus to do it?
Don't see why he wouldn't promote the use of his eyecandy docks irrespectively of his functional ports.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 29, 2008, 08:59:47 AM
 &ops Oy veh; ish ben dummQ Sorry about the misspelling. This seems to be one of those "why can't we all.." situations. I have noted, with some distress, that the world of SC4 models the real world sometimes a bit too closely. Surely there must be a way to combine the best of both worlds? Is that what the fine print is saying, Tage?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Diggis on May 29, 2008, 09:14:12 AM
Quote from: HandsOn on May 29, 2008, 08:59:47 AM
&ops Oy veh; ish ben dummQ Sorry about the misspelling. This seems to be one of those "why can't we all.." situations. I have noted, with some distress, that the world of SC4 models the real world sometimes a bit too closely. Surely there must be a way to combine the best of both worlds? Is that what the fine print is saying, Tage?

Not easily.  As Peg has buried his developer file into the main DAT file then the risk of conflicts is high if using another one.  You would have to know how to extract it from Pegs files, then how to edit the BSC version to add Pegs into it.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on May 29, 2008, 09:54:00 AM
Quote from: HandsOn on May 29, 2008, 08:35:03 AM
But this does open a larger issue: what needs to be clarified, I think, is which of Peg's maratime multitudes are affected. Is this developer file applied to ALL of his port pieces, or are we just talking all functioning seaports (container port, functional seaport replacement, csk miniport, cdk miniport)? I did have a pre-SWAP problem with the miniport, but there the conflict was, I am pretty certain, between PEG's port replacement & his csk miniport, although I did not wring an admission out of him. So, Tag, Diggis, and other blistering barnacles: which items go onto the endangered list?

  A. SWAP contains a developer file supporting the ingame port as #1 and the Cargo Loading Center as #2.
  B. Peg's CSK2 Small Port contains a developer file supporting the ingame port as #1 and itself as #2.
  C. Peg's CDK3-SP Container Port contains a developer file supporting the ingame port (=itself) as #1, the CSK2 Small Port as #2 and CDK3-SP Break Bulk port as #3.
  D. Peg's CDK3-SP Break Bulk Port contains the same developer file as CDK3-SP Container Port.
  E. BSC Functional Seaports contains a developer file supporting SWAP's Cargo Loading Center and all subsequent BSC ports.

Whichever developer file is loaded last in your plugins must support all ports you have in your plugins and intend to use.
And all ports you have in your plugins folder must be supported by the developer file in use.

Of the developer files listed above, the following loading orders are compatible.
All other combinations are incompatible and will lead to CTD's.
  A + E
  B + C
  B + C + D
  B + D
  B + D + C
  C + A
  C + A + E
  C + D
  C + E
  D + C

Confusing you? Real life is confusing as well! :D


Quote from: HandsOn on May 29, 2008, 08:59:47 AM
Surely there must be a way to combine the best of both worlds? Is that what the fine print is saying, Tage?

It would be pretty easy to include support for Peg's seaports in E above.
They could even be supported without being menu enabled in BSC Functional Seaports.
Instead, e.g. a file called "Enable_PEGPROD_CDK3-SP_BreakBulk_Port.dat" could be installed afterwards to enable it.

However, that would require some reorganization of Peg's files.
Most notably, the seaports developer exemplar (C) that's included would have to be lifted out.
Also, all models required would have to be available without downloading his current functional seaports.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: xxdita on May 29, 2008, 10:52:19 AM
And of course none of that can be done without PEG's explicit authorization, making most of this conversation moot.

FrankU, though you would need to read PEG's license agreement to be certain, most creators do not mind any modifications of their files for personal use. If PEG's EULA allows it, it would probably be much easier to delete the exemplar files for the developer file, the lot and the building desc inculded in the dat. This would remove everything that conflicts with the BSC Functional Seaports, so that the EyeCandy lot can still be used.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 29, 2008, 10:58:49 AM
Actually not that confusing. And immediately an idea pops into my head: since cooperation is not - yet - possible, would it be possible to involve "our" resident LUA expert, aka Daeley? Since you can identify who can play nice with whom, could not a script add the possible combinations to his menu system, hiding the others? Thus the end-user could select?

If that is not possible, how about something I am working on: I've gotten tired of manually moving stuff in and out of plug-ins folder and I don't like the start-up manager (sorry). Besides, I wanted some additional functionality. Thus the idea of the SC4 Organizer was born. It automates backups, albums, plugins_compressed, and all the other stuff. To cut a long story short: could such a tool take the confusion out of your equation by letting the user select the combination he/she wants to use in a given region (because the CTD only happens at city-load level)?

I'm just tossing stuff around here..don't mind me..
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on May 29, 2008, 11:20:49 AM
QuoteHowever, that would require some reorganization of Peg's files.
Most notably, the seaports developer exemplar (C) that's included would have to be lifted out.

That would still need to be done for your suggestion to work. The seaport developer file is, like the airport developer file, the key to all the problems.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 29, 2008, 11:43:00 AM
Quote from: BarbyW on May 29, 2008, 11:20:49 AM
That would still need to be done for your suggestion to work. The seaport developer file is, like the airport developer file, the key to all the problems.
Well, that's put paid to me. I shall certainly follow where this all leads to in the end, especially since it not only explained my recent CTD's, but also the reason I could not re-open two cities: both contained CSK miniports.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: rooker1 on May 29, 2008, 12:21:34 PM
Just for the record, it is not that BSC doesn't want to play/get along with PEG, it's the other way around. 
Tage and several other members tried to help out PEG at his site when he first started his Seaport Project.  It didn't go so well and  I was there to witness it all.
HandsOn, why don't you ask him if he would like his file included in the next Developer file.  Tage has made it so that any new Seaports can be added very easily.  But first we need a few things from PEG, like his permission for one.  I know if it were possible it would be a good thing for the entire community.

Robin  ;)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on May 29, 2008, 12:30:45 PM
Quote from: rooker1 on May 29, 2008, 12:21:34 PM
Just for the record, it is not that BSC doesn't want to play/get along with PEG, it's the other way around. 
Tage and several other members tried to help out PEG at his site when he first started his Seaport Project.  It didn't go so well and  I was there to witness it all.
HandsOn, why don't you ask him if he would like his file included in the next Developer file.  Tage has made it so that any new Seaports can be added very easily.  But first we need a few things from PEG, like his permission for one.  I know if it were possible it would be a good thing for the entire community.

Robin  ;)
Sorry, Robin, if I gave the wrong impression here: I have read what Tage had to say on the subject and I have thus far avoided to spell out why I was less than happy with Peg's treatment of a problem I presented in his forum. Thus I the response Tage quoted appears fully within "character", at least from here I sit. I am never going to take anyone's side in these issues, my understanding is far to faint, at least where the technicalities are concerned.

As for my asking Peg anything, I am afraid I don't know him like that. If Tage and others tried and he declined, I'd say it will eventually be his loss, not mine..

Hope this clears up where lowly, insignificant me sits on this issue..
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: FrankU on May 30, 2008, 12:14:14 AM
Quote from: xxdita on May 29, 2008, 10:52:19 AM
FrankU, though you would need to read PEG's license agreement to be certain, most creators do not mind any modifications of their files for personal use. If PEG's EULA allows it, it would probably be much easier to delete the exemplar files for the developer file, the lot and the building desc inculded in the dat. This would remove everything that conflicts with the BSC Functional Seaports, so that the EyeCandy lot can still be used.

I think I understand at least this part of the discussion here... Most of it is beyond my comprehension.
(Sorry, I'm just a noob architect $%Grinno$%)
Maybe I could try to achieve this. On the other hand: I don't really like to take the risk of making my cities unplayable. For the time being, I think I will leave the discussion to the specialists and wait if something is coming out that I dare to work with.

Thanks for everything.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: allan_kuan1992 on June 01, 2008, 09:04:25 PM
what a confusing situation >.<

I'm looking forward for more upgradeable seaports soon =)

EDIT: I kinda want to add... Port 1...

Quote from: RippleJet on May 21, 2008, 01:23:59 PM
The first upgradeable custom seaport was actually showcased by Barby (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=96453&STARTPAGE=14#1372722) more than 50 days ago...

<animation clipped>

Note that this is not a collection of separately plopped seaports. $%Grinno$%
The seaport actually upgrades, and it upgrades automatically, as soon as there's need for more capacity.

The seaport doesn't look very realistic with misplaced road textures, and it seems very disorganized at times... and the port dock doesn't really match the surrounding docks... would it hurt to suggest a minor cleanup please?

Otherwise ports 2 (small rural), 3 (large rural) , 4 (medium industrial I), 5 (large industrial), and 6 (medium industrial II) are all fine, although I dunno if port 5 has any upgrading stages?

- Allan Kuan
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 02, 2008, 12:57:57 AM
Quote from: allan_kuan1992 on June 01, 2008, 09:04:25 PM
=
EDIT: I kinda want to add... Port 1...

The seaport doesn't look very realistic with misplaced road textures, and it seems very disorganized at times... and the port dock doesn't really match the surrounding docks... would it hurt to suggest a minor cleanup please?

Otherwise ports 2 (small rural), 3 (large rural) , 4 (medium industrial I), 5 (large industrial), and 6 (medium industrial II) are all fine, although I dunno if port 5 has any upgrading stages?

- Allan Kuan
That particular port was made quickly as part of the challenge for the Grand River Valley region I am playing at Simtropolis. Since then it has been refined and adjusted somewhat.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Shadow Assassin on June 05, 2008, 09:51:23 PM
Quoterefined

Does that give us a clue on what could be coming up for seaports in the future?  ;D
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 05, 2008, 10:55:57 PM
Could do, SA, it could. ()stsfd()
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: jacqulina on June 06, 2008, 01:02:21 AM
awesome work here &apls &apls &apls
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: gabrielbyrnei on June 14, 2008, 03:45:20 PM
too bad there are like 30 props and various things to make them work :(
Its such a pain to look through all the pluging looking if i have them already installed :(
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: callagrafx on June 14, 2008, 03:47:17 PM
Quote from: gabrielbyrnei on June 14, 2008, 03:45:20 PM
too bad there are like 30 props and various things to make them work :(
Its such a pain to look through all the pluging looking if i have them already installed :(


No pain, no gain  :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: gabrielbyrnei on June 14, 2008, 08:15:07 PM
hahahaha :P true
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 14, 2008, 11:57:43 PM
Quote from: gabrielbyrnei on June 14, 2008, 03:45:20 PM
too bad there are like 30 props and various things to make them work :(
Its such a pain to look through all the pluging looking if i have them already installed :(


Why look through plugins when there is a Cleanitol file that will check if you have everything? It will not remove but check and give you a link to any missing ones.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: allan_kuan1992 on June 15, 2008, 12:28:57 AM
This is a plea that I also made on SimPeg.

Of course, we currently do have two incompatible seaports, both of high quality, from two different groups. It's a shame that this had to happen. I will not choose sides, but from my knowledge, both groups seem to be at fault. But that is not why I'm posting here, and I do not want to have an argument over who's to blame. The only thing I can say, however, is that I hope that the BSC and SimPeg can resolve this seaport incompatibility soon.

- Allan Kuan
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: jplumbley on June 15, 2008, 12:35:16 AM
Quote from: allan_kuan1992 on June 15, 2008, 12:28:57 AM
This is a plea that I also made on SimPeg.

Of course, we currently do have two incompatible seaports, both of high quality, from two different groups. It's a shame that this had to happen. I will not choose sides, but from my knowledge, both groups seem to be at fault. But that is not why I'm posting here, and I do not want to have an argument over who's to blame. The only thing I can say, however, is that I hope that the BSC and SimPeg can resolve this seaport incompatibility soon.

- Allan Kuan

If you dont want an argument dont bring it up.  The BSC is willing to do the compatibility modding work, but apparently someone else would rather make everything difficult for the general members of the community.

This IS the last thing that will be posted on this topic until those invovled (Ripplejet and the representatives of SimPEGs) have something new to add to this discussion.  Until that time all "pleas", "so sad", "cries for reconciliation" posts should be posted at SimPEGs or they will be removed from the threads here.

Im getting tired of this discussion it is pointless and going nowhere fast.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 16, 2008, 08:57:45 AM
How about an inland canal port to move coal? This is available in optional versions for the SG canals and the SG_CAL remastered canals.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fcanalport.gif&hash=ddc32579902333d091a16b59734d357d463fef5e)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 16, 2008, 08:59:50 AM
Or an inland general port for SG canals only (until callagrafx makes the small wharf for his canals)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandgeneralport.gif&hash=86c4f5e6151448795519f02a7853cf7038d509c2)

Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Pat on June 16, 2008, 09:04:15 AM
Barby both are simply wonderful and the only thing I can see with the first one is when the 2 large dump trucks appear on the coal dock is that I wish there was a black curve to better fit in that little spot... Wasn't Jestarr that made those textures?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 16, 2008, 09:28:06 AM
Pat, there actually isn't a more suitable texture to put there. I tried a few before giving up. You will have to imagine it is work in progress on the port ::) ;D

SA mentioned refineries. This is not a reshash of anyone else's port but a completely new lot recycling props available. It is based on citynut's oil refinery.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Foilports2.gif&hash=a045bdbc89cd4ae2594e4961f34343a7042bfe9e)

The final version does have ships as well.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 16, 2008, 09:47:07 AM
Great idea, but there's one slight problem: the Somy port piece is not an oil dock ( he actually has one that can be placed off-shore) but a grain filler. If it were used in reality, the oil would spill all over the place..
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 16, 2008, 10:14:35 AM
That's what you get when amateurs build ports ;D ::) Unfortunately there was no way to use the offshore filler section and this seemed a reasonable compromise. Just use you imagination :D :D
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: rooker1 on June 16, 2008, 10:21:53 AM
Great work Barby.  This is a prime example of why you are the goddess.

Robin  :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 16, 2008, 10:22:47 AM
Quote from: BarbyW on June 16, 2008, 10:14:35 AM
That's what you get when amateurs build ports ;D ::) Unfortunately there was no way to use the offshore filler section and this seemed a reasonable compromise. Just use you imagination :D :D
Far be it from me to call you an amateur, Mademoiselle. But there may be an alternative. The same set of props providing you with the storage tanks also has several overhanging props, including a rather long bridge thingy, if I recall correctly. Alternatively, you could use the port filling lot from citynut's set.

Sorry, am just thinking out loud..  :blahblah:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Meastro444 on June 16, 2008, 10:46:01 AM
hello!

me annoying you again $%Grinno$%

on some ports the walls along the shores (example: your port you based on Citynuts refinery) 'expand'. at the early stages they dont cover the whole lot, just the later stages. is it possible to extend these walls along the lot at the very first stage so i can use them straight away in my seawalls? an empty whole in the wall looks so strange.

regards

Meastro444
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 16, 2008, 11:12:38 AM
citynut's set doesn't have a filler unit that could be used. SOMY's props are not offset and are made to be placed on a lot to be plopped in water. So far I have been unable to find anything at all to replace it with.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 16, 2008, 11:16:50 AM
maestro, the whole idea behind these was to try to simulate a port expanding by taking over land to one or both sides. I appreciate it doesn't always look "right" but the expansion wouldn't be as effective if the seawalls were fully in place from the start.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: FrankU on June 16, 2008, 11:17:46 AM
These ports look promising.
In a related thread I said that upgradeable ports are a bit unrealistic: in real life a port is enlarged when the need for more capacity rises.
The lots I see in this thread do this: they start off with a lot of greenery around the core and over time the greenery is replaced by buildings. Great work here! They look great and will be real gems in any city. :thumbsup:

On the other hand, and this is just my personal disease, they look quite small as ports. My ports are spread over a whole city tile, and sometimes even cover several cities. Once I have finished a nice portion I will, maybe, show some pictures. Anyway, in this respect the ports are still very small.

But beautiful they are. &apls
And I will follow the development closely.

For now I will not install any functional port, not even the Maxis one, until I a am able to make a decision...

Brings me to another question:
Once you have the seaportfunction working, might it be possible to leave space for personal ports? Or maybe you release some ports with all functions working, but with only very sparse props, so that anyone who is able to work with the lot editor can build his/her own port without bothering about functions and values? Just some empty cement .....

Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 16, 2008, 11:36:35 AM
The posts in the current set range from a 7x4 rural port that starts with a capacity of 60 and upgrades through 8 upgrades to a maximum capapcity of 740 to a 16x8 port that starts with a capacity of 160 and through 8 upgrade ends up with a maximum capacity of 2240.

There will be others made for the next set/upgrade of the functional seaports so make some suggestions if there is something you would like to see. As far as your other question is concerned I will leave Tage to answer that.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on June 16, 2008, 11:45:34 AM
Quote from: BarbyW on June 16, 2008, 11:36:35 AM
As far as your other question is concerned I will leave Tage to answer that.

And you think I've got a straight and simple answer? ::)


Quote from: FrankU on June 16, 2008, 11:17:46 AM
Once you have the seaportfunction working, might it be possible to leave space for personal ports? Or maybe you release some ports with all functions working, but with only very sparse props, so that anyone who is able to work with the lot editor can build his/her own port without bothering about functions and values? Just some empty cement .....

That is very close to the idea I'm working on for BSC Functional Seaports, Version 1.1.

The beta version in my workshop now has Port slots #3, #4, and #5 in the main seaport controller with the following ID's:

0xB5C0C501
0xB5C0C502
0xB5C0C503

In order to avoid CTD's a seaport specific developer exemplar (controller) will need to be included for each of them,
and each of them would by default support one growth stage and have the same capacity and monthly cost as the ingame port.

In addition to these I would make three simple seaport lots (possible called Enablers),
basically just empty lots with nothing but a simple texture.
They would however be readily modded and functional to fit into these slots.

These lots would be quite simple for anyone to modify to his/her likening, either in the X Tool or in Maxis LE.




In an advanced configuration, even a seaport specific airport controller could be included with each of these custom seaports.
That would in theory allow a user to create upgradeable seaports, with custom capacities, monthly costs and upgrade costs.

As long as the custom controller has the same ID as the one included in BSC Functional Seaports,
removing or adding it wouldn't even cause any CTD's.

The more I'm playing with these, the more ideas I get... now let's see how soon they can materialize...
This last prospective will probably require some thorough testing though, so I guess that will have to be left for version 1.X. ::)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: wes.janson on June 16, 2008, 12:18:28 PM
So to cut a long story short... even quasi SC4 idiots like myself would be able to design our own custom seaports in the LE?

Oh my.. this is intriguing.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on June 16, 2008, 05:12:02 PM
Quote from: wes.janson on June 16, 2008, 12:18:28 PM
So to cut a long story short... even quasi SC4 idiots like myself would be able to design our own custom seaports in the LE?

Oh my.. this is intriguing.

In preparation for that... BSC Functional Seaports, Version 1.1 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663)

This upload also contains one new seaport, the Inland General Port SG, lotted by BarbyW:


Quote from: BarbyW on June 16, 2008, 08:59:50 AM

Or an inland general port for SG canals only (until callagrafx makes the small wharf for his canals)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandgeneralport.gif&hash=86c4f5e6151448795519f02a7853cf7038d509c2)

Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: smoncrie on June 16, 2008, 05:31:44 PM
Support for custom seaports is nice.  For some time now I have thought that a car ferry should also carry freight as they often do in RL. Maybe I will make a lot that looks like a ferry lot and is a both a ferry lot and a custom seaport. This would work well with small rural islands, where a dedicated seaport seems a bit of overkill.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on June 16, 2008, 05:54:33 PM
Quote from: smoncrie on June 16, 2008, 05:31:44 PM
For some time now I have thought that a car ferry should also carry freight as they often do in RL. Maybe I will make a lot that looks like a ferry lot and is a both a ferry lot and a custom seaport. This would work well with small rural islands, where a dedicated seaport seems a bit of overkill.

That sounds like a very good idea, smoncrie! :)
As a ferry terminal it would of course be shipping passengers, and as a functional seaport it would be shipping cargo.
Both passengers and freight would be seen going to the terminal if route-queried.

On a related topic, we've also been tossing an idea of a cruise ferry terminal, that would in fact be a functional airport, providing CO CAP relief.
There are a number of cruise ship models already (notably by Somy) that could be used...
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 17, 2008, 02:26:51 AM
 &apls At last - the in-game CS thingy looks so cheesy and out of place  :'(

Now all we need is for someone to get rid of the ugly in-game freighter with its obviously drunken captain  :P
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: callagrafx on June 17, 2008, 04:12:49 AM
Quote from: BarbyW on June 16, 2008, 08:59:50 AM
Or an inland general port for SG canals only (until callagrafx makes the small wharf for his canals)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandgeneralport.gif&hash=86c4f5e6151448795519f02a7853cf7038d509c2)



Ask and ye shall receive....let me know what you need.

Something like this? 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fcanal-wharf.jpg&hash=1d31e1a4134b91ef99a05a23809347c89d9c807d)

I need to make some canal boats now  :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: eddiem on June 19, 2008, 07:38:16 AM
It appears that the "SDP Warehouse Port" in BSC Functional Seaports, Version 1.1.dat uses a building by Jestarr which has not been released yet:- jes_17x55_BrickBuilding_RollupDoor-0x5ad0e817_0xd4fd0638_0x80000.SC4Model.
Fixed
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 19, 2008, 07:53:52 AM
That building model is in BSCBATProps jes WFK  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1642) on the LEX.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: eddiem on June 19, 2008, 07:59:34 AM
Quote from: BarbyW on June 19, 2008, 07:53:52 AM
That building model is in BSCBATProps jes WFK  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1642) on the LEX.

Thanks Barby,
I was using the original version which was missing some bits
:'(
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 19, 2008, 08:02:26 AM
I noticed that all the teasers here are shown using SG's canals. Is there perchance some effort underway that would end the texture difference between the various main canals (oppie, SG, JRJ)?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Diggis on June 19, 2008, 08:15:03 AM
Unfortunatly no.  That would require every piece to be rerendered to the same texture.  Unfortunatly everyone has their favourite sets and there would never be an agreement as to which set to match.  Added to this is the fact that Oppie is gone so we don't have his models anways.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 19, 2008, 08:22:55 AM
I would have liked to use oppie's slightly more Dutch canals with those ports. Wonder now if I could change their base or overlay texture in the dreaded LE?

Mod edit for profanity ::)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 19, 2008, 08:32:54 AM
It will be very difficult to edit these lots as they are all in one dat and LE will save copies out into plugins. The coal port has two versions with a modifier file but at the moment there is no option for the general port and no support for JRJ or Oppie canals. If I have time I can look into the possibility of doing these sets but it will depend on whether the other sets have suitable models available.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 19, 2008, 08:44:59 AM
Nah - that sounds like way too much work. I think - can't be sure - that in my fooling around with LE (not having access to the fabled X-Tool  :'( ) I've seen oppie's canal sets and I think I could lot the change in texture on these, rather than the other way around. For my personal use, mind you. Sometime between the organizer coding, responding to PM's, reponding to unread messages, and surveying the internet at large (not to mention RL), I'll probably schedule that for the beginning of 2013..would be nice to play the game once in a while, though - thus make that 2014..
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Diggis on June 19, 2008, 09:04:36 AM
Quote from: HandsOn on June 19, 2008, 08:44:59 AM
would be nice to play the game once in a while,

What is this game of which you speak?  :D
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 19, 2008, 09:07:58 AM
Quote from: Diggis on June 19, 2008, 09:04:36 AM
What is this game of which you speak?  :D
Actually, at this point, almost any game would be a relief - short of GTA - never had the s-"kills" for that (I get killed, arrested, or otherwise thrown out in 30 seconds flat!).
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: JoeST on June 19, 2008, 09:26:45 AM
Quote from: HandsOn on June 19, 2008, 09:07:58 AM
Actually, at this point, almost any game would be a relief - short of GTA - never had the s-"kills" for that (I get killed, arrested, or otherwise thrown out in 30 seconds flat!).
isnt that the point of GTA?

and yeah the game would be good to play...
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 19, 2008, 09:33:23 AM
Quote from: star.torturer on June 19, 2008, 09:26:45 AM
isnt that the point of GTA?

and yeah the game would be good to play...
Getting shot down before the opening credits have rolled?? That's what GTA is all about - gosh, suddenly I'm a winner..  :thumbsup:
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Diggis on June 19, 2008, 09:58:35 AM
OK, I know I started this, but could we possibly stick on topic before I get in trouble.  ;)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: HandsOn on June 19, 2008, 10:46:24 AM
Quote from: Diggis on June 19, 2008, 09:58:35 AM
OK, I know I started this, but could we possibly stick on topic before I get in trouble.  ;)
Yes, sahib..
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on June 19, 2008, 01:08:31 PM
Yes please stay on topic or Tage will be lost when he gets back. ;D
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on June 22, 2008, 10:18:54 AM
Quote from: BarbyW on June 19, 2008, 01:08:31 PM
Yes please stay on topic or Tage will be lost when he gets back. ;D

Not sure if I'm back yet...
Anyways, I'll just disregard these off-topic threads and move on... airports anybody? ::)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: MAS71 on August 02, 2008, 09:43:27 AM
Hello everyone and SDP's super creators in BSC !!  :)
I could see again now the Magic of BSC with this big projects !!  :o

Now, At last I understood all of SDP (I was need to much of time for read(understand) a lot of English. :P)
and I could see all of new Seaports in a game, and I finished write a guidance and introducing on our wiki(in Japan). ;)

"$Deal"$ BSC Functional Seaports in wiki (for Japanese) (http://wiki.livedoor.jp/masahiromirai/d/BSC%20Functional%20Seaports)  "$Deal"$


b.t.w,,,
Would I like to use some images "Animation Gif" which uped in this thread on our wiki ??
May I LINK(direct link) to each images on our wiki ??
because, They are not able to upload our wiki cause too large.(data size) &mmm

#### Edited #####
I'll copy and use them that uploaded again on my Imageshack.
I want to show that details of SDP for many Japanese too. :)

Please examine. ;)


Thank you again for your wonderful works !! and reading.
-Mas'71
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Fatsuhono on August 02, 2008, 11:12:28 AM
Thank you Mas-san for all your help! This is Japanese wiki, it is a great idea, you put a lot of work into it and it really helps! Thank you! :)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on August 02, 2008, 12:02:07 PM
Mas-san, I have looked at your wiki and should point out that the Pegasus ports are not part of and not compatible with the BSC Functional Seaports.
You have done a good job with the page. Please feel free to use the animations if you can. I will send them to you if necessary.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: MAS71 on August 02, 2008, 12:40:47 PM
@BarbyW san
Thank you for reply and tell me an important point as well. :)
I already added a note about that.  ;) (not compatible Peg's some seaports.)

and Thank you for permission for use your images. :)
It's ok, I already could copy some gif-animation to my PC. I'll upload them to my ImageShack and link to them on our wiki later. :thumbsup:


Thank you always your big support for us Barby san. :)



##### Edited #####

I could take a pics one and upload it because there was not in this thread.  ;)

SDP - SNM Seaport
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg379.imageshack.us%2Fimg379%2F7981%2Fsdpsnmseaport17kc0.gif&hash=d42e5bc43dce970570e635efd46f2af8661ddd5c)
Stage-8 was not included in this pic.  Let's confirm it with your own eyes. ;)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: allan_kuan1992 on August 12, 2008, 08:42:05 PM
hmm... anybody thinking of redoing the farmer's market?

I mean it's not supposed to be a port where goods are shipped to other regions; however in real life produce is sent to these markets which is then bought by the population. So is it possible to make a port-enabled farmer's market?

- Allan Kuan
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on August 12, 2008, 11:12:51 PM
Masuda-san - that looks like an  &ops and that I missed out one stage. I am so sorry but if there is anything else I can do to help please ask.
allan_kuan1992 - as you can see from the SWAP Packaging Centre anything can be made to act like a port so I will look at making a market style port for the next upgrade.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: cammo2003 on November 07, 2008, 04:21:01 AM
One word:

*faints*
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: ben_meissner on November 16, 2008, 05:43:57 PM
Can anyone help with the SDP on a mac?
I've DL'd the SDP and all dependancies, but file juicer renames the DATs, so I'm not sure what is what. I get the BLS Rural Port in game, but that is the only one that shows up. The rural port upgrades fine and looks great. I'd like to use other ports as well. The maxis seaport does not show up either.

Any help or advice would be much appreciated. (This may be an issue I'll have to live with.)

Ben

edit:i'll post this in the Mac forum as well
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on November 17, 2008, 12:00:43 AM
Sorry I can't help with the Mac problem but hopefully someone will in the Mac Forum.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on December 23, 2008, 06:05:42 PM
Here's a little teaser that Santa just sent me... ::)
Santa also said that they've been very busy, so nobody has managed to make this into an animation...

Even if it's not a picture of the final brown box xmas gift, it's pretty obvious that Santa has built this up
from old industrial docklands to a modern container port, situated next to inland canals á la Callagrafx.

Presented by Santa Barbara: ::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandcontainerstage1.jpg&hash=5d41df58817fe85bbd17dce3d86f0ada6fa457c9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandcontainerstage2.jpg&hash=3ca1ae285184846c023290a098295978e84c281f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandcontainerstage3.jpg&hash=f9ad23443ebb1fbc404eae6c964d3f89929a2a25)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandcontainerstage4.jpg&hash=e7968c6fd2bc6171dcd159acf88a3b25a2a6d684)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finlandcontainerstage5.jpg&hash=86e3ab368e65eeb2ff42dada8fab5996ba129cc4)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Pat on December 23, 2008, 06:53:15 PM
OMG wow!!! Tage that is just massivly stunning!!!
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: BarbyW on December 24, 2008, 01:11:19 AM
You mean an animation like this?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Finalndcontainer.gif&hash=f537273be37ed743baf3c6d557c7b39ad6bfff22)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Pat on December 24, 2008, 01:14:22 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsmileys.smileycentral.com%2Fcat%2F4%2F4_15_1.gif&hash=ba34d6479ade39ca0b235d2de123160c7b847768) thats is all I got say Barby!!!
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on December 24, 2008, 04:29:07 AM

Version 2.0 is now available on the LEX...
::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.postsmile.net%2Fimg%2F32%2F3275.gif&hash=4adc841708f1e53544e3bc73528eb26c97b7d7e8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FSDP_20_LEXImage_Left.jpg&hash=f46528882eef97c4400762bb41236c645cd48e08) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: wes.janson on December 24, 2008, 04:39:40 AM
YAY!

This will give me something to whittle away the time while waiting for the plows to clear the roads.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on November 10, 2009, 09:01:49 AM

Version 3.0 is now available on the LEX...
::)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.alledia.com%2Fimages%2Fstories%2Fbirthday%2Fthird.jpg&hash=6c5125bb1b4c33cde63eafe11cbca4152eec0033)
SC4Devotion

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FSDP_30_LEXImage_Left.jpg&hash=5256bb605c40a2b6d0ce4d20539cbcf48b11f217) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: carkid1998 on November 10, 2009, 09:57:56 AM
Yay!! Thanks Everyone :thumbsup:

Ryan ;)
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: sagek on November 16, 2010, 07:44:45 AM
Hey hows it going. I can't seem to find this Dependency •PEG_Hydro-Dam_205 it's a Dep for the CSX Powerplant Gas Depot required for the BSC seaport. Is that Dep Required or can I get by without it?


Also wanted to ask a quick question about the sea port usage it, i was confused by the ports not being able to be placed in the water and looks like they function only with canels, is this correct or did I do something wrong?
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: RippleJet on November 16, 2010, 02:56:08 PM
Quote from: sagek on November 16, 2010, 07:44:45 AM
Hey hows it going. I can't seem to find this Dependency •PEG_Hydro-Dam_205 it's a Dep for the CSX Powerplant Gas Depot required for the BSC seaport. Is that Dep Required or can I get by without it?

I'm quite sure the dependency (PEG_Hydro-Dam_205) of the dependency (CSX Powerplant Gas Depot) is not requried by the seaports. ;)


Quote from: sagek on November 16, 2010, 07:44:45 AM
Also wanted to ask a quick question about the sea port usage it, i was confused by the ports not being able to be placed in the water and looks like they function only with canels, is this correct or did I do something wrong?

Check the initial post (http://sc4devotion.com/forums/index.php?topic=4969.msg157525#msg157525) in the support thread. ;)
Those ports listed under "Inland Canal Ports" are to be plopped along canals.

Those seaports that Barby has lotted must generally be plopped on dry land (but along the shoreline).
See also this post (http://sc4devotion.com/forums/index.php?topic=4969.msg350352#msg350352) and my reply to it.
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Muko on May 14, 2012, 10:30:59 AM
hi all ive got an idear for a funktional harbor why not a fishing harbor with small wodden and metal ships , and others fishing related probs as stage 1 ,stage 2 small and medium metal ships and a fish prosessing plant .stage 3 more medium ships and a fish auction hall . stage 4 one large trawler fev medium ships .
stage 5 final stage some large industrial trawlers and a fish packing plant and maby some brake water to protect the harbor a fev nice ones have been made.

http://en.wikipedia.org/wiki/Fishing_trawler some nice trawlers and related info about them :D
Title: Re: BSC Functional, Upgradeable Seaports - Development
Post by: Lowkee33 on May 14, 2012, 01:59:22 PM
Hi Muko,

A fine idea. :)  I could help you with the modding, but most of the work is with LE.  The whole of BSC Functional Seaports would have to be updated for a public release, but the more additions there are the more likely that will happen (right now there are zero).