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SimCutie's MOD
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Hayro252 Offline
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Posts: 104
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Post: #91
RE: SimCutie's MOD
(10-06-2012 05:38 PM)simcutie Wrote:  You could use my MOD. http://forum.kalypsomedia.com/showthread.php?tid=14909
It will automatically scan all *.hpk files under /Packs folder and will add all music files in them to playlist. So you don't need to combine Tropico 3 music and Tropico 4 music files together. Just copy Tropico 3 music .hpk to under /Packs folder.

i did like you said
but it plays only tropico 4 music repeatedly...

and link is dead
(This post was last modified: 20-10-2012 12:19 PM by Hayro252.)
20-10-2012 12:16 PM
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milton Offline
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Post: #92
RE: SimCutie's MOD
I'm using the steam version of this mod, I installed everything correctly as stated, even created my own folders for the config file, but the mod won't work! Any help? T4+MT launches fine but without any mod features.
02-11-2012 07:11 AM
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PizzaVideos555 Offline
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Posts: 11
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Post: #93
RE: SimCutie's MOD
I installed it and it doesn't work. Do I need to install something before.
03-11-2012 12:54 AM
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ivory_malinov Offline
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Post: #94
RE: SimCutie's MOD
I think this mod is broken with the latest patch. What once was working well, is now not. Sad
19-11-2012 07:21 AM
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Psyckosama Offline
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Posts: 19
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Post: #95
RE: SimCutie's MOD
I'm also finding it to be broken. Are there any plans on fixing it?
(This post was last modified: 28-11-2012 03:25 AM by Psyckosama.)
28-11-2012 03:23 AM
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RommelFIN Offline
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Post: #96
RE: SimCutie's MOD
This mod seems to be broken for me too. Hopefully someone will fix this (I'm quite bad with modding so can't do it myself), because the mod in itself is great.
07-12-2012 04:53 PM
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Grigglestone Offline
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Post: #97
RE: SimCutie's MOD
Would also love to see this working again, it's a wonderful mod. Please, someone with the know-how fix this. :[
12-12-2012 02:53 PM
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Swixel Offline
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Post: #98
RE: SimCutie's MOD
(12-12-2012 02:53 PM)Grigglestone Wrote:  Would also love to see this working again, it's a wonderful mod. Please, someone with the know-how fix this. :[

He compiled it. Even though I can pull out the control sequences to poke around, because I can't understand why he did certain things (or why Lua compiled them in that way), I can't fix it.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
12-12-2012 08:22 PM
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Psyckosama Offline
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Post: #99
RE: SimCutie's MOD
I guess he's not around anymore then?

Are there any good decompilers?
(This post was last modified: 13-12-2012 11:12 AM by Psyckosama.)
13-12-2012 10:14 AM
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Swixel Offline
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Post: #100
RE: SimCutie's MOD
There's a decent public one, but even with all of my private toys it wouldn't help you much. You get mangled logic at best.

Depending on what people need, it's probably easiest to just rewrite the logic.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
13-12-2012 12:58 PM
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Psyckosama Offline
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Post: #101
RE: SimCutie's MOD
Drat. I really really wish I knew how to properly do that... Sad

You wouldn't know which hpk the UI .lua files happen contained in do you?

Also, do you know a good lua for noobs site?
(This post was last modified: 13-12-2012 07:26 PM by Psyckosama.)
13-12-2012 04:26 PM
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Swixel Offline
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Post: #102
RE: SimCutie's MOD
I picked up Lua from a combination of its source code and the stuff I decompiled using the no frills guide (http://luaforge.net/docman/83/98/ANoFril...ctions.pdf ) Generally speaking I'm told the WoW wiki is decent for it, but frankly the Lua manual is pretty awesome (check the main site). Provided you don't need to compile it for Tropico (there's really no need unless you're doing something dodgy that could upset various internal systems -- like meeeeeeeee; this mod doesn't touch them =\), you can play with .lua (uncompiled) and ship said files.

For SimCutie's? I haven't got a copy these days. I had it for a while, didn't hold onto it.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
13-12-2012 11:04 PM
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Psyckosama Offline
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Post: #103
RE: SimCutie's MOD
Simcuties seems to be compiled for some reason.

What I basically am hoping to do is add in an option that allows you to switch between the old and new building in sandbox, and I'm willing to mark it as a cheat like Godmode.

Still looking for the UI lua so I can figure out how to edit it... any ideas where it is anyone?

Sadly it seems all the expansion lua files are complied and I don't know how to decompile them (can't get the damned program to work)

Sorry if I sound like an idiot here, but I'm running very confused as to how to proceed.
(This post was last modified: 14-12-2012 03:37 AM by Psyckosama.)
13-12-2012 11:27 PM
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ElLionente Offline
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Post: #104
RE: SimCutie's MOD
NoooooOOO! :-(

Yesterday I bought the Game (Gamersgate-Sale) just to read (today) that the Mod isn't working anymore wirth 1.06? :-(

And I don't assume there is anyone who had the time to fix at least the annoying "old building is no longer available" problem?


Thanks ...

oh and: "Hi! Forum :-)"
04-01-2013 12:23 AM
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sgallaty Offline
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Post: #105
RE: SimCutie's MOD
Well in the absence of simcutie and the desperation for not having my fucking buildings locked out and retarded-ass shiny bad artwork put in their places (shiporaunt anyone?) - I tried to get this mod, and as you all know, it's broken.

This resulted in a furious night of sleepless hackage, and here is the messy result...

The basic structure of the mod is this -

there's a loader LUA that does a dofolder (i.e. run every LUA in the following folder) which ends up referring to the MODS dir in the author's hpk files (the engine builds a virtual filesystem from all the hpk files etc.)

This is a somewhat odd way to go about it, which suggests that the author of this mod has a little more experience with the engine than most people would. That a much more sophisticated solution than you would expect.

The dofolder loads a bunch of objects that the author then calls to initialize in the startup LUA. those objects are luac - compiled LUA. I pulled them out but haven't been able to decompile them successfully.

anyhow, long story short - this is what I've managed to salvage from the latest mod upload -

Done loading MOD/SimMods
Running SimTranslations()
Loading Swixelnolimitmod
Loading SimUIMod
Loading Simalmanacmod
Loading Nodresscode
Loading PrisonSafety
Upkeep inflation rate: 4.5%/year. Upkeep at year 2000 will be 321% of 1950
HappyWorkerMod: 100% happy worker works in 140 %
Loading Bugfix Factionconverts
Loading Expensive imports mod
Loading biofarm overlay resources mod
Loading dated save name mod
Loading BUGFIX - touroffice flag
Loading BUGFIX - mine upgradehint
Loading BUGFIX - secret agent icon
Loading BUGFIX - nationalbank infopanel
Loading BUGFIX - expansiononly task
Loading BUGFIX - misc texterrors
No *.ogg sound files in D:/MyMusic/


Notice that the old buildings mod is not in that list - because it appears to be bugged in the mod. I think this is where it was supposed to be :


SimMisc.lua(0): <>
[C](-1): global procall
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofile
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder_files
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(241): global SimPreprocess
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(464): <>
--- end of stack
Attempt to use an undefined global 'DefineClass'
SimTools.lua(0): <>
[C](-1): global procall
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofile
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder_files
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(241): global SimPreprocess
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(464): <>
--- end of stack
SimTools.lua:0: attempt to index global 'DefineClass' (a nil value)
[C](-1): global procall
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofile
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder_files
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(241): global SimPreprocess
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(464): <>
--- end of stack

A few other small things are broken as well - SC's version of the housing population increase mod, and a couple of other mods that I wasn't familiar with.

The in-game menu UI for the mod is also broken, since the menu object is not being properly defined in the binary chunks being loaded by the dofolder.

If anyone has the previous version of SC's mod, I might be able to yank the working oldbuildingmod out of it, or not. If anyone knows of a lua decompiler that works on this luac, that'd be handy too.
(This post was last modified: 20-01-2013 04:15 PM by sgallaty.)
20-01-2013 04:14 PM
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