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Where are my residents!!!

Started by djuice, July 09, 2009, 05:01:37 AM

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z

Quote from: Korot on January 27, 2010, 11:22:33 AM
However, icons and such have the same bug as the RES simulator, they can't be overridden, instead, they supplement each other.

Icons can be overridden; you just have to zero the old one out first.  Simulator Z needs to do this because it changes the monthly cost of subway tiles, which is displayed with the icon; you can look at the exemplars in the simulator file to see how it's done.

Quote from: SC4BOY on January 27, 2010, 11:45:09 AM
The names of files are absolutely irrelevant to Simcity.. It LOOKS at EVERY file and processes EVERY file that has the proper structure that is in the plugins folders. The only way you can avoid this is to MOVE the original FILE to an "originals" folder or whatever OUTSIDE the plugins folders. Many people have fallen into this trap over the years (for example renaming a file "xxx.bak" or whatever.. does no good)

In general, this is true.  However, the game does ignore files whose extension begins ".sav".

gtaki

May I ask here, I am using the CAM_5%_R$$_Working_in_IR.dat, should I treat this file as well?

RippleJet

#62
Quote from: gtaki on April 04, 2010, 04:30:24 AM
May I ask here, I am using the CAM_5%_R$$_Working_in_IR.dat, should I treat this file as well?

If you mean, should you merge that file with SimCity_1.dat as well, then the answer is no.
All three CAM_5%_R$$_Working*.dat files can safely still reside in the a_CAM folder.


Quote from: z on January 27, 2010, 01:03:15 PM
In general, this is true.  However, the game does ignore files whose extension begins ".sav".

Not sure what made you believe that...
Just like all other files in your plugins folder(s), *.sav files are loaded by the game.

z

#63
Quote from: RippleJet on April 04, 2010, 12:05:33 PM
Not sure what made you believe that...
Just like all other files in your plugins folder(s), *.sav files are loaded by the game.

I first noticed this with SC4Tool, which automatically creates .sav files.  Yet these didn't seem to interfere with the newer files, which preceded them alphabetically.  I did some further tests, and found that the .sav files were ignored as long as there was a file with the same main name in the current folder (or somewhere else in a position that would override it).

SC4BOY

Quote from: z on January 27, 2010, 01:03:15 PM
In general, this is true.  However, the game does ignore files whose extension begins ".sav".

Quote from: z on April 04, 2010, 02:10:58 PM
I first noticed this with SSPTool, which automatically creates .sav files.  Yet these didn't seem to interfere with the newer files, which preceded them alphabetically.  I did some further tests, and found that the .sav files were ignored as long as there was a file with the same main name in the current folder (or somewhere else in a position that would override it).

Hmmm.. I didn't test your statement above as you didn't say "I think", or "It seems" but stated it as a flat truth. I assumed you had tested it. What seems to be true however is that, just as other files, *.sav files are read by the loader and are only "ignored" the same as any other file extension would be.. ie if it were overridden.. or possibly in a slightly modified process?

z

Yes, I had tested it.  In general, if you have two files of the same type in the same folder, the one whose name appears later in the alphabet will override the first one.  But all my tests have shown that this is not true of .sav files.  If you have a .dat file and then the same file that ends in .sav instead of .dat, but whose properties aren't completely identical, the properties in the .dat file are used.

EDIT:  I just did some more testing, and discovered that the rules are a little more complex than I thought.  Here's what I found:  Basically, the game differentiates between known SC4 extensions (.dat, .SC4Lot, etc.) and all others.  If it finds a file with a known SC4 extension, then all subfiles in that file are loaded, overriding any previous subfiles with identical IDs.  If the game finds a file with an unknown extension, it will load the subfiles it contains only if subfiles with the same IDs have not already been loaded.

SC4BOY

Of course you must be prepared for the general case of any file appearing in any folder (including duplicates, renames, modifications, etc) independent of the content of any other given folder.

RippleJet

Quote from: z on April 04, 2010, 05:48:41 PM
If you have a .dat file and then the same file that ends in .sav instead of .dat, but whose properties aren't completely identical, the properties in the .dat file are used.

Steve, dat files are always loaded after all other files (regardless of their extensions).
I recently posted this, in a thread that isn't that easily connected with loading order...
Read especally the last two lines: :)

Quote from: RippleJet on March 27, 2010, 04:36:08 AM
I made some more testing myself to confirm the loading order.
The Sku_data is loaded after SimCityLocal.dat, but before the Programs Plugins folder.

I also noted that even subfolders in the language folder (e.g. English) are loaded:


  • 1. \Program Files\Maxis\SimCity 4
        - This is where e.g. the SimCity_x.dat files are loaded

  • 2. \Program Files\Maxis\SimCity 4\Language subfolder
        - the subfolder is based on the "Language" setting in the Registry
        - all subfolders are recursively loaded first
        - this is where SimCityLocal.dat (and an occasional splash screen) is loaded

  • 3. \Program Files\Maxis\SimCity 4\Sku_Data
        - all subfolders are recursively loaded first

  • 4. \Program Files\Maxis\SimCity 4\Plugins
        - all subfolders are recursively loaded first
        - this is the plugins folder for Maxis' official landmarks

  • 5. \My Documents\SimCity 4\Plugins
        - all subfolders are recursively loaded first
        - this is the plugins folder for custom content

Within each folder and subfolder, files are loaded alphabetically,
first all files not having a dat extension, and last all *.dat files.

z

#68
Hmm...  The tests I did wouldn't have differentiated this particular case.

[Does some more tests.]

Sure enough, you're right.  So your last two lines summarize it perfectly.  :thumbsup:

So the only reason SC4Tool gets away with using .sav files is that SC4Tool tends to operate either on .SC4* files, which come later in the alphabet than .sav files, or on .dat files, which get loaded last.   Hmm...  &Thk/(

Maybe your conclusion should be copied to a more accessible place, as it seems to be a perennial subject of confusion...

RippleJet

Quote from: z on April 05, 2010, 12:29:49 PM
Maybe your conclusion should be copied to a more accessible place

Yes, that's a good idea... done! ;)

slinkyhead

After reading this very information post I am still a little confused.  I am about to start SC4 from scratch (i.e. new install, new plugins etc.), I was planning to use CAM as although I like building low-rise realistic cities (and particulalry rural areas) many of the features in CAM would seem to appeal my gameplay (the farms, new stages, spreading of stages etc.).

However, I am keen to avoid this problem of double demand and lack of residents that some people have found.  Therefore, would you recommend me complete the DatPacking of the CAM and SimCity_1.dat before I start my regions.  (am planning on reformatting my computer at the weekend hence have a small window before I decide how I am going to play the game).

xxdita

Absolutely, go ahead and set it up properly from the beginning, and you'll have much less problems.

c1pher

damn, i don't understand any single things that you guys talking about.
can someone explain the correct way to do this, please, my city screwed up since i'm using CAM. (sorry if my english is bad)

Lowkee33

-Make a new folder in plugins and name it "SimCity_1"
-Find the SimCity_1.dat in your Program Files\Sim City Folder
-Back it up somewhere and put it in the new folder.
-Put the CAM file into the new folder as well.
-Rename the CAM file z_cam.
-Run Datpacker on the SimCity_1 folder

You will now have a "Plugins Compressed" folder, with a file called SimCity_1.dat.  This is your cammed-simcity_1.dat.  This file is then placed back in the Program Files\Sim City folder.
 

Kolossi

Hate to necro this but there's seems to something wrong with my datpacking, because no "plugins compressed" folder appears, anywhere.

I have followed the steps to the letter (as far as Im aware of) yet nothing has changed.

Can't really start new regions 'cause after the first four - five cities no one wants to move in so would appreciate any help.

Again, apologies for the ancient necromancy. :(

Shadowstrike

Kolossi, when you open DatPacker, there is a path displayed at the top of the window (indicated as "Destination directory"). Your packed dat file will be there.

Kolossi

Okay, got it now. Have yet to notice reprecussions but I'm sure something will be different from now on.