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NAM48发布 联机SC4MP

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https://community.simtropolis.com/forums/topic/762920-nam-48-now-available/

The NAM Team is pleased to announce the 48th release of the Network Addon Mod, NAM 48.
What's new in NAM 48? Here's a list
- RealRailway Features: 真实铁路功能:
- Draggable OxD, DxO, and DxD crossing support for L1 and L2 ERRW (DTR) over Road, Street, SAM 2-11, One-Way Road, Avenue, RHW-2, Rail, and STR has been added.
- 添加了对道路、街道、SAM 2-11、单向道路、大道、RHW-2、铁路和 STR 上的 L1 和 L2 ERRW (DTR) 的可拖动 OxD、DxO 和 DxD 交叉支持。
- Fractional Angle Starter Pieces have been added.
- 添加了分数角度起始件。
- Pedestrian Revolution Mod Features: 行人**模组特点:
- Seven new draggable PedMall Bridges (built with the Street network) have been added.
- 添加了七个新的可拖动 PedMall 桥(使用街道网络构建)。
- Aesthetic improvements have been made to the midblock crosswalks, with regional variants (US version gets HAWK crossing signals, EU versions get standard traffic signal).
- 中路人行横道的美观性得到了改善,并具有区域性变体(美国版本采用 HAWK 交叉信号灯,欧盟版本采用标准交通信号灯)。
- Street Network Improvements: 街道网络改进:
- Diagonal intersections have been redesigned.
- 对角线交叉点进行了重新设计。
- Some orthogonal Street intersections have received improved textures.
- 一些正交街道交叉口的纹理得到了改进。
- Some aesthetic improvements have been made to streetside signage (including US and EU variations).
- 对街边标牌(包括美国和欧盟的变体)进行了一些美学改进。
- RealHighway Features: 真实高速公路功能:
- The Orthogonal FLEX On-Slope Height Transitions have been reimplemented, supporting tighter configurations with FLEXRamps and drag-through construction.
- 正交 FLEX 斜坡高度过渡已重新实施,支持 FLEXRamp 和拖拉式结构的更紧密配置。
- The MIS x Road orthogonal intersections have received textural improvements.
- MIS x Road 正交交叉口的纹理得到了改进。
- Language Support: 语言支持:
- The NAM is now fully translated into Italian (thanks to Ulisse Wolf) and Korean (thanks to SimCitySquare).
- NAM 现已完全翻译成意大利语(感谢 Ulisse Wolf)和韩语(感谢 SimCitySquare)。
- Translations have been expanded for French (thanks to hugues aroux) and Portuguese (thanks to SDA).
- 法语(感谢 Hugues Aroux)和葡萄牙语(感谢 SDA)的翻译已得到扩展。
Additional information, including installation instructions, can be found in the read-first-NAM-48.html document, included in the download, and also attached below.
其他信息(包括安装说明)可以在 read-first-NAM-48.html 文档中找到,该文档包含在下载中,也附在下面。
-The NAM Team


IP属地:美国1楼2024-01-17 21:17回复
    此前的demolive
    https://www.sc4evermore.com
    LATEST UPDATES
    10 December 2023
    After a long wait we are finally ready to reveal Network Addon Mod 48 to the public. Live streaming will take place on Thursday, December 14 at 1 AM CET (7 PM EDT). During the live streaming you can interject with the NAM Team members where you can ask questions or suggestions to the NAM Team members. This is the link where you can watch the live streaming: https://www.youtube.com/live/K-XH4OvMk4s?si=xlIWyK6b17Uhzlr8 We have also made the"Introducing Network Addon Mod 48" thread in the SC4E Discord Forum Channel,where you can liberally discuss and theorize about the content that will be contained in NAM 48. There is also a similar space on Simtropolis. To celebrate this moment, we decided to create a goliardic poster also to celebrate the announcement of a highly anticipated game See you on December 14 at 1 AM CET (7 PM EDT) with #networkaddonmod48
    经过漫长的等待,我们终于准备好向公众展示 Network Addon Mod 48。直播将于 12 月 14 日星期四欧洲中部时间凌晨 1 点(美国东部时间晚上 7 点)进行。在直播过程中,您可以与NAM团队成员互动,向NAM团队成员提出问题或建议。您可以通过以下链接观看直播: https://www.youtube.com/live/K-XH4OvMk4s?si=xlIWyK6b17Uhzlr8 我们还在 SC4E Discord 论坛中创建了“Introducing Network Addon Mod 48”主题频道,您可以在这里自由地讨论 NAM 48 中将包含的内容并进行理论化。Simtropolis 上也有一个类似的空间。为了庆祝这一时刻,我们决定制作一张华丽的海报,同时庆祝一款备受期待的游戏的发布。我们将于 12 月 14 日欧洲中部时间凌晨 1 点(美国东部时间晚上 7 点)与您见面,#networkaddonmod48Have fun and good building, mayors!
    祝各位市长们玩得开心,建设得好!(Please note that as with any NAM release, there will be no announced release date or timeline for release for NAM 48--and no, it will not be a Christmas release.)
    (请注意,与任何 NAM 版本一样,NAM 48 不会公布发布日期或时间表,而且不会是圣诞节版本。)

    https://community.simtropolis.com/forums/topic/762800-introducing-network-addon-mod-48/
    Finally, here we go. After a long wait we can finally show you Network Addon Mod 48 to the public and to celebrate this the end of the long wait we have created a gloriadic poster also to celebrate the announcement of a much anticipated game
    最后,我们开始吧。经过漫长的等待,我们终于可以向公众展示 Network Addon Mod 48,为了庆祝漫长等待的结束,我们制作了一张华丽的海报,同时也庆祝一款备受期待的游戏的发布
    Live streaming will be on Thursday, Dec. 14 at 1 AM CET (7 PM EST) at the following link
    直播将于欧洲中部时间 12 月 14 日星期四凌晨 1 点(美国东部时间晚上 7 点)通过以下链接进行
    https://www.youtube.com/live/K-XH4OvMk4s?si=xlIWyK6b17Uhzlr8
    During the live streaming you can interact with members of the NAM Team where you can ask questions or make suggestions for content for later versions.
    在直播期间,您可以与 NAM 团队的成员互动,提出问题或对后续版本的内容提出建议。
    In the meantime, you can use this space until post-streaming to post your theories about the content we have added.
    与此同时,您可以在直播结束前使用此空间来发布您对我们添加的内容的理论。


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    IP属地:美国2楼2024-01-17 21:21
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      https://community.simtropolis.com/forums/topic/762800-introducing-network-addon-mod-48/?tab=comments#comment-1786545
      While SC4E, and then RL, have meant that I have been on leave from NAM development since June, and I've had pretty much zero involvement with NAM 48 since compiling its initial internal build (@flann has admirably taken on my normal duties in my absence), I would like to remind everyone that the NAM Team does not announce release dates or timelines for release. The one time we did (NAM 31), it was a disaster that people only forgot because the SC2013 server debacle happened just a few days later. Additionally, after the negative experiences we had with our last Christmas release (NAM 43 in 2021), it's unlikely we'll do one again.
      虽然 SC4E,然后是 RL,意味着我自 6 月以来一直在离开 NAM 开发,并且自从编译 NAM 48 的初始内部版本以来,我对 NAM 48 的参与几乎为零(@Flann 令人钦佩地承担了我在我缺席),我想提醒大家,NAM 团队不会公布发布日期或发布时间表。我们做过一次(NAM 31),这是一场灾难,人们只是忘记了,因为几天后就发生了 SC2013 服务器崩溃。此外,在我们上一次圣诞节发布(2021 年 NAM 43)经历了负面经历之后,我们不太可能再发布一次。
      I'd advise tempering one's expectations with regards to any bearing this livestream event may have on potential release windows for the next NAM release, and also on any notions about what the length of this release cycle means with regards to its feature scope. This version has had a very protracted development cycle, largely due to external factors (a lot of other NAMites have had similar situations to myself), and those who are actively involved with this cycle are really just trying to give the community a look at what's been in the works, after what has been a very long radio silence.
      我建议大家调整一下对于此次直播活动可能对下一个 NAM 版本的潜在发布窗口产生的任何影响的期望,以及关于此发布周期的长度对其功能范围意味着什么的任何概念。这个版本的开发周期非常漫长,很大程度上是由于外部因素(许多其他 NAMites 也遇到过与我类似的情况),而那些积极参与这个周期的人实际上只是想让社区看看有什么在经历了很长一段无线电静默之后,一切都在进行中。
      -Tarkus


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      IP属地:美国3楼2024-01-17 21:21
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        https://simtarkus.wordpress.com/2023/10/08/is-insert-lex-file-coming-to-sc4evermore-and-whats-up-with-nam-48/
        Is [Insert LEX File] Coming To SC4Evermore? And What’s Up With NAM 48?
        [插入 LEX 文件] 会出现在 SC4Evermore 中吗? NAM 48 怎么样?
        OCTOBER 8, 202
        In the past few weeks, I’ve fielded quite a few questions about whether such and such file from the former SC4 Devotion Lot Exchange (LEX) would be coming to SC4Evermore, the download-focused SC4 site I opened back in July 2023. The answer to pretty much 99% of any possible questions like that is “yes” (there are a few files–mostly things that are obsolete or too broken to fix, that won’t make the jump). SC4Evermore’s primary initial mission has been to become the new home of LEX content, albeit in a more modern, easy-to-use form–as evidenced by the LEX Legacy Packs (including the flagship BSC Common Dependencies set), and the fact that SC4E did away with SC4D’s often-confusing user account maze. There are also some efforts in the works to bring over some content that wasn’t previously available on the LEX over to SC4E.
        在过去的几周里,我回答了很多关于来自前 SC4 Devotion Lot Exchange (LEX) 的文件是否会出现在 SC4Evermore(我于 2023 年 7 月开设的专注于下载的 SC4 网站)的问题。几乎 99% 的类似问题的答案都是“是”(有一些文件 - 大部分是过时的或太损坏而无法修复,不会跳转)。 SC4Evermore 的主要初始使命是成为 LEX 内容的新家,尽管采用的是更现代、更易于使用的形式 — 正如 LEX Legacy Packs(包括旗舰版 BSC 通用依赖项集)以及 SC4E 的事实所证明的那样消除了 SC4D 经常令人困惑的用户帐户迷宫。我们还做出了一些努力,将 LEX 上以前未提供的一些内容转移到 SC4E 上。
        The real question one should be asking is not “if” a given LEX file will be at SC4E, but rather, “when”. To date, we’ve managed to get the contents of about 1300 LEX files onto SC4E–though as one will notice, there’s only 158 actual files to download on the site, in large part because of the consolidation efforts we’ve made with the LEX Legacy Packs. We’ve managed to get many popular files restored in this format, but somewhere north of 60% of it is still pending, including the creations of popular BATers such as SimGoober, deadwoods, and many others.
        人们应该问的真正问题不是“是否”给定的 LEX 文件将位于 SC4E,而是“何时”。迄今为止,我们已经成功地将大约 1300 个 LEX 文件的内容下载到 SC4E 上,尽管人们会注意到,网站上只有 158 个实际文件可供下载,这在很大程度上是因为我们对LEX 旧版包。我们已经成功地以这种格式恢复了许多流行的文件,但其中 60% 以上的文件仍然悬而未决,包括流行的 BATers 的创作,例如 SimGoober、deadwoods 等。
        As far as why this remaining 60+% hasn’t resurfaced at SC4E, the two main reasons are the discovery of a surprising number of serious issues with files in the process of preparing them for re-upload (including, in some cases, broken Lot Exemplars that have prevent growables from actually growing), and perhaps one of the heaviest outbreaks of Real Life (RL) Syndrome to hit the SC4 modding scene in many years. This outbreak has not only affected SC4E’s efforts, but also the NAM Team’s, compounded by the fact that SC4E’s content restoration efforts are pretty much entirely being undertaken by NAM Team members, who have the necessary expertise and commitment to carry out these tasks.
        至于为什么剩下的 60+% 没有在 SC4E 上重新出现,两个主要原因是在准备重新上传文件的过程中发现了数量惊人的严重问题(包括在某些情况下,损坏的文件)很多阻止可种植物实际生长的范例),也许是多年来 SC4 改装场景中最严重的现实生活 (RL) 综合症爆发之一。这次疫情不仅影响了 SC4E 的工作,也影响了 NAM 团队的工作,更重要的是 SC4E 的内容恢复工作几乎完全由 NAM 团队成员承担,他们拥有执行这些任务所需的专业知识和承诺。
        As a result, the climb beyond the first 1300 LEX files is going to be a slower and more arduous one, and it may still take us some time to get to the point of making all the remaining files available. We are much more concerned about doing things right than doing them fast (and wrong), and we thank the community for its patience in these times.
        因此,超过前 1300 个 LEX 文件的爬升将是一个更慢、更艰巨的过程,并且我们可能仍需要一些时间才能达到使所有剩余文件可用的程度。我们更关心的是正确地做事,而不是快速地(和错误地)做事,我们感谢社区在这些时候的耐心。
        With regards to NAM 48, the LEX issues/SC4E efforts and the aforementioned heavy RL have derailed our Agile-like release engineering paradigm, and have basically put development on the new version on hiatus. To give some perspective as to just how heavy RL has been for individual members, in the roughly six months since NAM 47’s release, almost every one of the main active developers has changed jobs, started or finished grad school, and/or moved–in some cases, twice. The inconsistent pace of development has pretty much everyone of us unsure of the current state of this version, and we’re still evaluating how to proceed–once we actually find the time to do so.
        对于 NAM 48,LEX 问题/SC4E 的努力和前面提到的大量 RL 已经破坏了我们类似敏捷的发布工程范式,并且基本上使新版本的开发陷入了中断。为了说明 RL 对个人成员的影响有多大,自 NAM 47 发布以来的大约六个月内,几乎每一位主要的活跃开发人员都换了工作,开始或完成了研究生学业,和/或搬进了新居。有些情况下,两次。不一致的开发速度让我们几乎每个人都不确定这个版本的当前状态,我们仍在评估如何继续——一旦我们真正找到时间这样做。
        -Tarkus


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        IP属地:美国4楼2024-01-17 21:22
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          IP属地:美国6楼2024-01-17 21:28
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            https://community.simtropolis.com/forums/topic/762508-introducing-the-simcity-4-multiplayer-project/
            Introducing the SimCity 4 Multiplayer Project
            Posted: July 15, 2023
            Hello Simtropolis community
            I'd like to share with you something I've been working on the past few months.
            我想与大家分享一些我过去几个月一直在做的事情。
            As many of you may remember, back in 2018, SimCity 4 got its first real multiplayer mod, in the form of Poppy Multiplayer Regions by @jmak. Many of you may also know that the mod is now deprecated as the main servers have long been shutdown. If you're anything like me and enjoy multiplayer SimCity 4, you might be wondering these past years whether there will ever be a real successor to PMR. That successor is finally here.
            你们中的许多人可能还记得,早在 2018 年,《SimCity 4》就有了第一个真正的多人游戏模组,即@jmak 的 Poppy Multiplayer Regions 形式。你们中的许多人可能还知道该模组现已被弃用,因为主要服务器早已关闭。如果您像我一样喜欢多人 SimCity 4,您可能会想知道过去几年是否会有 PMR 的真正继任者。那个继任者终于来了。
            These past months I've been working to revive multiplayer SimCity 4, in a project I'm now calling the SimCity 4 Multiplayer Project (SC4MP). This project takes many cues from PMR, while introducing many enhancements. Namely, the barrier of entry to joining and hosting servers has been drastically lowered. Anyone can join a server, without even registering an account, and anyone can host a server, so long as they know how to port forward and bypass firewalls (standard for almost all multiplayer game hosting).
            在过去的几个月里,我一直致力于复兴多人游戏 SimCity 4,我现在将这个项目称为 SimCity 4 多人游戏项目 (SC4MP)。该项目借鉴了 PMR 的许多线索,同时引入了许多增强功能。也就是说,加入和托管服务器的准入门槛已大大降低。任何人都可以加入服务器,甚至无需注册帐户,任何人都可以托管服务器,只要他们知道如何端口转发和绕过防火墙(几乎所有多人游戏托管的标准)。
            The code is all open source and on GitHub. And you can download the latest release of the client and/or server and start playing multiplayer SimCity 4 today. I also plan to put a more complete version on STEX in the coming months. There are still a few features planned and certainly some bugs that still need to be resolved.
            代码全部开源并位于 GitHub 上。您可以下载最新版本的客户端和/或服务器并立即开始玩多人 SimCity 4。我还计划在未来几个月内在 STEX 上发布更完整的版本。仍有一些功能正在计划中,当然还有一些错误需要解决。
            For now, I would like to list off some of the features of SC4MP that make it the most complete SimCity 4 multiplayer mod to date:
            现在,我想列出 SC4MP 的一些功能,这些功能使其成为迄今为止最完整的 SimCity 4 多人游戏模组:
            - "Sandboxed" launch directory: like PMR, the SC4MP launcher loads a server's plugins and regions to a special directory specifically for SC4MP, meaning playing on multiplayer will in no way interfere with your singleplayer plugins and regions.
            - “沙盒”启动目录:与 PMR 一样,SC4MP 启动器将服务器的插件和区域加载到专门用于 SC4MP 的特殊目录中,这意味着多人游戏绝不会干扰您的单人游戏插件和区域。
            - Claims system: SC4MP uses the same claims system as PMR, with the added feature now that servers can set a "claim duration," after which the claim on the city will expire and other players will be able to claim the abandoned city and continue where the previous player left off. This allows for dynamic region gameplay even late into the lifecycle of a region.
            - 声明系统:SC4MP使用与PMR相同的声明系统,增加了服务器可以设置“声明期限”的功能,在此之后对城市的声明将过期,其他玩家将能够声明废弃的城市并继续前一位玩家离开了。这甚至允许在区域生命周期的后期进行动态区域游戏。
            - Godmode filter: by default, servers disallow saving until a player has established a city. This means the cities that appear in the region view are the cities that have already been claimed. Every tile that appears unoccupied in the region view is actually unoccupied.
            - Godmode过滤器:默认情况下,服务器不允许保存,直到玩家建立了一座城市。这意味着出现在区域视图中的城市是已经被占领的城市。在区域视图中显示为空闲的每个图块实际上都未被占用。
            - Multiple regions per server: servers can host multiple regions at once. Players can switch between them without restarting their game.
            - 每个服务器多个区域:服务器可以同时托管多个区域。玩家可以在它们之间切换,而无需重新启动游戏。
            - Easy regions refreshing: refreshing regions in SC4MP requires zero interaction with the launcher. Simply load the region titled "Refresh..." and the launcher will do the rest of the work for you. The launcher is able to recognize when you switch into the refresh region by monitoring and parsing the "SimCity 4.cfg" file.
            - 轻松刷新区域:SC4MP 中的刷新区域需要与启动器零交互。只需加载标题为“刷新...”的区域,启动器就会为您完成其余的工作。启动器能够通过监视和解析“SimCity 4.cfg”文件来识别您何时切换到刷新区域。
            - Support for any region configuration: the SC4MP server is built to interpret save pushes from any region configuration. It does so using a dual-filter system. The first filter eliminates all tiles that do not border all the other tiles. The second compares checksums of the datetime subfiles of the incoming saves and compares them to the ones stored on the server. The second filter only accepts saves in which the in-game time has advanced. This however comes with the caveat that sometimes you are required to unpause your game to save.
            - 支持任何区域配置:SC4MP 服务器旨在解释来自任何区域配置的保存推送。它使用双过滤系统来实现这一点。第一个过滤器消除不与所有其他图块接壤的所有图块。第二个比较传入保存的日期时间子文件的校验和,并将它们与存储在服务器上的校验和进行比较。第二个过滤器仅接受游戏时间提前的保存。然而,这需要注意的是,有时您需要取消暂停游戏才能保存。
            - Custom plugins: the SC4MP Launcher allows local plugins to be loaded in alongside server plugins without any modification to your singleplayer plugins directory. Simply specify your singleplayer plugins directory in the launcher settings and your plugins will be loaded in the next time you join a server, so long as that server allows custom plugins.
            - 自定义插件:SC4MP 启动器允许本地插件与服务器插件一起加载,而无需对单人游戏插件目录进行任何修改。只需在启动器设置中指定您的单人游戏插件目录,只要该服务器允许自定义插件,您的插件就会在您下次加入服务器时加载。
            - Cache: the SC4MP Launcher keeps a rolling cache of files downloaded from servers, sorted by checksum. This allows for fast loading times on servers which you have previously joined. The size of the cache is configurable to save disk space.
            - 缓存:SC4MP 启动器保留从服务器下载的文件的滚动缓存,并按校验和排序。这可以在您之前加入的服务器上实现快速加载。缓存的大小是可配置的以节省磁盘空间。
            - Easy savegame retrieval in the event of server outages: the savegames from the last failed save push are automatically copied into the "downloads" subdirectory of the regions directory when connecting to a server for easy importing in-game.
            - 服务器中断时轻松检索保存游戏:连接到服务器时,上次保存推送失败的保存游戏会自动复制到区域目录的“下载”子目录中,以便轻松导入到游戏中。
            - Recurring server backups: the SC4MP Server comes with a recurring backup system built-in. The backup system comes with a configurable backup interval and is designed to save space as much as possible.
            - 定期服务器备份:SC4MP 服务器内置定期备份系统。备份系统具有可配置的备份间隔,旨在尽可能节省空间。
            - Server browser: the server browser allows players to view the list of active servers and connect to them seamlessly. Servers can be sorted by their ping, download size, claimed area and more.
            - 服务器浏览器:服务器浏览器允许玩家查看活动服务器列表并无缝连接到它们。服务器可以按 ping、下载大小、声明区域等进行排序。
            Here are the downloads on GitHub:
            以下是 GitHub 上的下载:
            client: https://github.com/kegsmr/sc4mp-client/release
            server: https://github.com/kegsmr/sc4mp-server/releases
            The official server is at:
            官方服务器位于:
            host: servers.sc4mp.org
            port: 7240
            Stay tuned for more updates. And check out the website:
            敬请期待更多的更新。并查看网站:
            http://www.sc4mp.org/


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            IP属地:美国7楼2024-01-17 21:30
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