[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

    lmao wat
  2. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Totally working correctly guys.
    [​IMG]
    At least it moves now. For this to work I need to figure out the Get Terrain Info primitive, which allows the ball to get some special information on terrain slope and the object's exact position.
    RainCloud, Tori Sim, JeremyT and 4 others like this.
  3. Clonest

    Clonest Active Member

    Yes finally!.....was wondering when the support to actually "wack' the "wacketballs" were going to work again! :D
  4. zc456

    zc456 Well-Known Member

    FOUR!
    JeremyT and LetsRaceBwoi like this.
  5. JeremyT

    JeremyT Member

    Time to start planning those wacketball tourneys :D:p
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    [​IMG]
    Working a bit better now, but won't go into the target until I've changed how Snap to Position works. (part of routing changes)
    zc456, RainCloud, JeremyT and 2 others like this.
  7. francot514

    francot514 Well-Known Member

    There is a primitive for that?? i cant even remember... What that does exactly??
  8. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

  9. Clonest

    Clonest Active Member

    I wonder....do those things still work has shower drains that you can choose the color of?.....I remember back in the old TSO people would place them in-front of showers to stop the puddles of water from spawning. One less thing to clean up after sims lol
    Tori Sim and JeremyT like this.
  10. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    OK, this is pretty hilarious. You could probably set up a giant pool table with these (would be a disaster to play)
    [​IMG] [​IMG]
  11. JeremyT

    JeremyT Member

    Amazing. Can't wait to try this!
  12. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Basics working, just need a little... uh. Animation work. (also pushing people back, and a better decider for "who gets priority".)
    [​IMG]


    (bonus)
    [​IMG]
    Cyber Toon, yoyo, pisarz1958 and 8 others like this.
  13. xXJDrocks450Xx

    xXJDrocks450Xx Well-Known Member

    In the bonus portion it looks like they're on ice. :p
    Cyber Toon, yoyo, pisarz1958 and 3 others like this.
  14. francot514

    francot514 Well-Known Member

    Yes, whats going up in the second image, animation got stucked while detecting the collision???
  15. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    Was the "who gets priority" in the original game?
  16. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Yes? I don't see how any system like this would work without finding an order to do things in.
  17. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Route failure trees are also now calling, so your sim can be just as confused as you are with arrangements like this:

    [​IMG] [​IMG]

    The speech bubbles that pop up should work once speech bubbles are actually added in general.
    RainCloud, AquilaSim and JeremyT like this.
  18. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I'm not going to be working on things this weekend because of LDJAM, so I've committed the work so far:
    https://github.com/RHY3756547/FreeSO/commit/d952be4358225c8ae43fad792ebca73d9e10197d

    Summary:

    - Sims now collide with objects.
    - On collision with objects route is recalculated.
    - Sims also now collide with each other, and deal with each other by waiting, routing around or forcing the other person back. (PRELIMINARY, VERY UNSTABLE)
    - Partial VMGetTerrainInfo implementation (fixes wacketballs)
    - Routing failure trees
    - Walk spinup/down acceleration.
    - Hacked clock time to once every 5 seconds, like original.
    - Fix to rect router for being right next to things
  19. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Still wouldn't run playtests with this one, unless you want to get stuck on each other or 100 stack frames deep in a deadlock made of sims shooing each other.
  20. RainCloud

    RainCloud Active Member

    Untitled.jpg had this pop up while trying to interact with a pet
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