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Menu Modding?

Started by marsh, April 03, 2011, 07:13:48 PM

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marsh

Is it possible to mod the menus of the game, so that it doesn't close when you select an item?

Sounds out there and probably not possible, but It was just a thought I had. And I mean there have been more surprising things done with the game.  ::)

jacksunny

Yes there have been some anazing things done with this game. Something such as this would be very helpful.

Exla357

I think you would have to rewrite some the actual code for the game itself, which goes against the Liscense Agreement and would be copyright infringement.

Diggis

As far as we can tell the menu code is managed by the EXE which is encypted and as mentioned above covered by the copyright. 

The closest someone has got to modding the default Menu is Jonathan's God Mode Terrain Mod that puts the god mode terrain options in the mayor mode menu.  All other attempts have failed and the DAMN is the only viable alternative at the moment. 

Saying that however... I'm not sure anyone has tried what you want to do and it might be another part of the code that sets that and may be doable.  I've long stopped saying we can't do this as the community keeps surprising me.  ;D

Jonathan

We have the files which determine where the menus appear, and we have the files which determine the basic style and color of the menus. However we don't have the files which are actually the menus, that appears to be in the EXE.

There is hope that with the recent (recent meaning the last year and 1/2 ish) DLL discoveries that we will be able to do more. But the talk on that seems to have died down, after contact with former Maxis employees was made.
The community really needs to get their hands on what people have named the "SC4 SDK" which will hopefully allow the DLLs to interact with the game itself. (currently they can only do anything just before the game is started). But there's another "however" in the GoaSkin, warned ages ago that DLLs and an SC4 SDK would only have limited uses.

Also EA is huge obstacle in the way of modding the game in new areas.

Lowkee33

Couldn't find it in SimCity_1 today, but I know somewhere the HotKeys are defined.  I believe that you can replace Maxis buildings, and this may bypass your issue.

Blue Lightning

#6
Filter for keycfg files, theres 3 or 4 of them. Plop ferry terminal I believe takes a lot exemplar iid as the 3rd rep (1 is the keys, 2 is the function guid, 3 is the optional rep, 4 is a human readable description of the function). I do know that one can reuse guids, so a user could theoretically create unique key combos to plop whatever lot they want by using that plop ferry terminal guid.

If I have time tonight I'll test out making a keycombo for the plaingrass lot.. Something that'd I'd really like to have :P
Also known as Wahrheit

Occasionally lurks.

RHW Project

Lowkee33

Quote from: Blue Lightning on April 11, 2011, 02:47:32 PM
Filter for keycfg files

Ahh, I was looking through LUAs...

Quote
If I have time tonight I'll test out making a keycombo for the plaingrass lot.. Something that'd I'd really like to have :P

FYI, this lot causes 1 water pollution

Lowkee33

Yep, that works  ()stsfd()

Check out Control M, which builds a passenger ferry terminal.  It has a second hex value, which is the Instance of the Lot exemplar.  Just typed in a custom lot ID and plopped.  A quick test and I wasn't able to add keycodes.