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BSC Functional, Upgradeable Seaports - Development

Started by RippleJet, May 21, 2008, 01:23:59 PM

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BarbyW

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



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HandsOn

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.


Why not visit The Empire MD
Just updated on July 2nd, 2008
And after the game's done.. - The Storyteller's Logbook

rooker1

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  ;)
Call me Robin, please.

HandsOn

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..


Why not visit The Empire MD
Just updated on July 2nd, 2008
And after the game's done.. - The Storyteller's Logbook

FrankU

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.

allan_kuan1992

#65
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 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

BarbyW

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



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Shadow Assassin

Quoterefined

Does that give us a clue on what could be coming up for seaports in the future?  ;D
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BarbyW

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



Barbypedia: More alive than the original

jacqulina


gabrielbyrnei

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 :(

callagrafx

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:
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it


BarbyW

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



Barbypedia: More alive than the original

allan_kuan1992

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

jplumbley

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.
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BarbyW

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.

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



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BarbyW

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



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



Barbypedia: More alive than the original

Pat

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?

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BarbyW

#79
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.



The final version does have ships as well.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original