[ARCHIVE] Road to Live Release

Discussion in 'Development News' started by RHY3756547, Aug 7, 2015.

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  1. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    It's better than I expected. Reminds me of Scratch.
  2. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Yep, just casually stealing ideas from my best friends over at MIT. Object data views will go at the right in tracer mode, with buttons for step thru, in, out appearing in the tree table UI itself to save some space. (edith decided to give the step thru buttons their own sidebar for some reason, wasting space)
    pisarz1958, xXJDrocks450Xx and zc456 like this.
  3. zc456

    zc456 Well-Known Member

    Very nice!
    xXJDrocks450Xx likes this.
  4. francot514

    francot514 Well-Known Member

    Really cool, will also allow to push interactions from the debug tool?? like edith??
    xXJDrocks450Xx likes this.
  5. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Yes, full live debug is coming in the next few weeks. (breakpoint, step thru, code edit while breakpointed, object data view first)
    zc456, xXJDrocks450Xx and Tirea like this.
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Operand section mockup (animate sim operand made out of 5 discrete components). Each operand should have its own specifically tailored operand editor built up from these components (and custom ones for more complicated things):
    • Text component for descriptions. See first component in mockup.
    • Dropdown name -> value component. Takes label text, property name to place values into and a Provider object which provides (string, value) tuples for the dropdown box. See 2nd and 3rd components. Providers could be, for example: something returning a static array of values (Play and Wait = 0, x=1...) or returning all strings in the anim table.
    • Flags component. Takes top label text, labels+property names for each flag.
    • Literal value component. Takes label text, property name to place values into, max-min limits.
    • More complex selectors for things like full Variable Scopes.
    The operand section above obviously is not functional since it's a mockup. Currently don't have plans for components being disabled by other parts of the operand like a flag, may be part of the provider interface.
  7. Clonest

    Clonest Active Member

    Oooo COOL! You can fix errors in-game by pointing stuff to the right routines now!?!? Looking forward to playing with that! :D
  8. francot514

    francot514 Well-Known Member

    You will do all this foreach operand like edith??, there are any primitive that doest not use operand flags or properties??
  9. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Some, for example "grab" and "drop" do not have any meaningful data in their operands. All the primitive operand editors will be built using a combination of predefined components, and shouldn't be too hard to set up once it's working.
  10. Driesje44

    Driesje44 Active Member

    Omg Scratch, that was so awesome :D
    LetsRaceBwoi likes this.
  11. xXJDrocks450Xx

    xXJDrocks450Xx Well-Known Member

    All this progress looks really cool. Great work! The networking update @ddfczm explained is going to be interesting as well, with the Sim Info Page functionality.
    LetsRaceBwoi and Clonest like this.
  12. Christopher

    Christopher Member

    I just noticed something I haven't noticed before -- when you click a thing to interact with it, the angle at which the sims head in the center of the action prompt seems to move too much, following the mouses motion. It like rotates -so- much. I'm not articulating this well but I know you get it.
  13. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Operand modification now working. Excuse the shoddy gifs, gyazo is like the worst program ever.

    Before (picks up newspaper)

    After (refuses newspaper, doesn't fire event so it's never picked up)
  14. ddfczm

    ddfczm Administrator Staff Member Moderator

    My update for today is not as interesting as Rhys but progress none the less. I've implemented the info hover that shows up over land parcels / lots in FreeSO client. That's now working end to end in both original tso and freeso.

    I had to make a new type of tooltip as I needed fine grain control of when it hides and when it shows (it hides and starts a new timeout every time you move to a new land parcel. Did not seem like forcing the UI tooltip to give me this control made sense).


  15. Driesje44

    Driesje44 Active Member

  16. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I can already tell that this is going to be a lot of fun.
  17. Noel

    Noel Member

    I so hope that this is available to use in the final client XD IT LOOKS SO DESTRUCTIVE >:D
  18. Shippya

    Shippya Member

    :3333333333 YAAAAAASSSSS
    xXJDrocks450Xx likes this.
  19. TheMarshmallowBear

    TheMarshmallowBear Active Member

    *insert masturbation / sex joke here*
    LetsRaceBwoi and xXJDrocks450Xx like this.
  20. Noel

    Noel Member

    ^^^^^my reaction to live release^^^^^
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