[ARCHIVE] Road to Live Release

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

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  1. Driesje44

    Driesje44 Active Member

    Thanks! I've got it running now, but wich IP do i use? Does it work the same as the tutorial for temporary servers? Because i can't seem to connect with my no-ip host
  2. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    You should be hosting from the same IP as your non-dedicated server, assuming you're using the same pc. In certain circumstances, connecting to yourself can cause a crash (localhost sometimes becomes ipv6)
    zero35 and frankie like this.
  3. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Animations now keep a queue of events, so that they accumulate instead of overwriting when multiple are fired between event callbacks. The animate primitive now also prioritises event handling over ending the animation, so certain events are no longer missed. (canning station accessories being stuck to your hand) Fixes some weirdness with beds (quilt covers animation), but their routing slots are still broken.

    Implemented Look Towards/Away From Average Stack Object, and a version of SnapToDirection slots that use the Facing field instead of hackily hijacking routing direction flags.
    [​IMG] [​IMG] [​IMG]
    Also fixes facing direction and routing for the gnome table. No more facing the wrong way entirely!
  4. Phade

    Phade New Member

    Looking at that, I can still hear the sounds of chopping as if I was playing right now!
    frankie likes this.
  5. Tori Sim

    Tori Sim Active Member

    You fixed it!! :D Yipeee!!! *Happy Dance* Thank you!!! :D
    frankie and RainCloud like this.
  6. Tori Sim

    Tori Sim Active Member

    This has me curious... "Study for School"?? Will there be something else this will be for? :D

    Attached Files:

  7. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It's flagged as "debug" I think... when that happens I force the interaction to appear no matter what.
  8. Tori Sim

    Tori Sim Active Member

    Oh ok, I didn't see a Debug on there so I was just wondering :) Thought there would be a school or college work place or something, hahaha :p
  9. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It should be disabled in TSO - likely just a leftover from TS1.
    frankie, zero35 and Tori Sim like this.
  10. zero35

    zero35 Active Member

    because TSO haven't SimChildren
  11. francot514

    francot514 Well-Known Member

    Good work, i really didnt noticed about that issues..
  12. AquilaSim

    AquilaSim Administrator Staff Member Moderator

    [​IMG]
  13. -BloodFighter-

    -BloodFighter- Active Member

    LOL Offredo feelin a bit sarcastic today
    Nahuel3d likes this.
  14. zero35

    zero35 Active Member

    it's nothing
    i got used to Offredo seems always show his superiority
    because TSO maybe preconceived with he
    i like call a spade a spade
    ( ´▽` )ノ
    Last edited: May 17, 2016
  15. AquilaSim

    AquilaSim Administrator Staff Member Moderator

    So for you because i'm often sarcastic to your messages, I show a sort of superiority? o_O did you never think that i'm sarcastic because almost all your messages are somewhat... pointless or point something of obvious that almost everyone already know ?
    Nahuel3d likes this.
  16. zero35

    zero35 Active Member

    ok there have my fault
    i understand
    i will as possible not to say too much excess
  17. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Implemented "expected event count" special behavior, which fixes the bathtub draining and maybe a few other objects.
    [​IMG]

    Also completely restructured how the VM works at its core, for better accuracy. The only thing it fixes in TSO is the barbeque, but it makes our engine compatible with TS1 style sims and NPCs (no "idle interaction", just run interactions directly from main).

    Before (wrong):
    - Main is run as an interaction in the queue.
    - When main calls "idle for input, allow push", STOP this queue element (main) and run the next one. Works outside main, breaking the bbq.
    - When interactions exit, simply run the next one. (do not return to main, as we have stopped it completely.
    - MAIN NEVER RESUMES, OR EVEN RESTARTS! TS1 reruns main for idle interactions.

    Now (correct):
    - Main is run directly on the stack, NOT as an interaction.
    - Queue elements are selected and dequeued directly by "Idle for Input, allow push". They are run DIRECTLY ABOVE the main entrypoint like a subroutine.
    - When the interaction ends, control is returned to the main entrypoint from where it left off. It is up to main to run another interaction.
    - in TS1, between this and the next interaction we run motive failure checks and idle animations if nothing is queued up. In TSO, uh, you don't die unless your queue is empty...​
    - Stack frames now know if they are in an interaction or in main. "allow push" will not work in an interaction. (fixes bbq).
    - Since interactions are run atomically, on request, we can now start to perform "test" trees directly before running interactions. This will stop going through with interactions that really shouldn't be possible anymore. (eg. use toilet when someone else is on it/going towards it). Not implemented yet.

    [​IMG]

    This will debut in the next build. It pretty much changes everything, so if anything goes wrong tell me immediately! Deleting objects in use will now cause a full reset of the sim... users obviously won't be able to do this, but it is possible for objects to delete themselves or others, so it definitely needs to work reasonably.
  18. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    [​IMG] [​IMG] [​IMG] [​IMG]
    Added "Tree/Interaction ID in temp 0" functionality to create object callbacks. May not be correct, but it seems to be accurate for like, the two uses of them. Fixes Cuddle on sofas.

    This is not the only object fixed. There is another object that uses the Object Menu (clicking on another sim interacting with an object) that has also been fixed, but I'll let you guys figure out which one it is.
  19. zero35

    zero35 Active Member

    sorry edited
    Last edited: May 18, 2016
  20. pisarz1958

    pisarz1958 Administrator Staff Member Moderator

    Gay? GAY?

    Nope! Ever been so lonely you cuddled with yourself? DON'T JUDGE
    zero35 likes this.
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