Discussion in 'Development News' started by RHY3756547, Aug 7, 2015.
Nope! Ever been so lonely you cuddled with yourself? DON'T JUDGE
so this development log is Rhys parts of inner portrayal also...lonely Santa robot developer?
I have a feeling that the other object is the Vibrating Bed xD
Fixed some bugs I introduced during the quick optimisation pass before I went to do exams:
- Objects in SLOTs now correctly register their positon (fix microwave)
- Object sprites correctly update when room map changes (fixes build mode breaking object lighting)
- Fix potential desync with objects in SLOTs.
Leaving a lot is now driven by SimAntics. This means that when people disconnect during an interaction, they will gracefully cancel all of their interactions and run the special "Leave Lot" interaction, with a hilariously high priority, which will remove them from the lot via a Generic Sims Online Call and (eventually) submit their state back to the global server.
Right now there is no timeout, so if an interaction can't be cancelled for some reason you'll be stuck forever. Please tell me any instances where this happens! (i'll hard force it to 1-2 minutes later on)
The Almost Ghost Robo Cow-Boy!
Next version will save lots to .fsov format instead of .xml blueprints.
This means that all object state on lots will be saved with them. Fish will stay dead, your cats and dogs will remember their names, fridges will retain how much food they have in them... this will use *the same format that is being sent to your games when you connect via the internet*, but is NOT EASILY READABLE! Blueprints will still save out for legacy purposes, and can be read, but they will not retain any state and most importantly **LOSE OBJECT OWNERSHIP**!
Charvatia will be updated to read from a "name" instead of a file. eg. "freesoml2_00" will first attempt to load "freesoml_00.fsov", then "freesoml_00.xml" if it fails (but you will lose all state). It'll also probably be saving backups, since fsovs are harder to restore.
As part of the transition to global server I'm introducing a temporary "stub database" that will let standalone servers maintain persistent state for avatars, eg. roommates, inventory, object ownership (actually a combination of .fsov and this) and potentially inventory. This will save locally to a funky fresh format that I hacked together (no full database, since you're not running an MMO, just one lot...), and will map IP+name to avatar persist ID (for all previous benefits). This is obviously a temporary solution, since standalone lot servers do not have authentication, but assuming your IP stays relatively stable you should retain (build) roommate status and object ownership. This will likely have backups too.
Obviously, the main benefits are that only roommates will be able to modify objects, and only build-roommates will be able to use build mode, then everything else I said above. This should translate quite easily to the global server.
This will come in a few days. It's a lot of work and I can't really post it half done!
Almost ready. Need to make charvatia use the new lot format.
Next build includes an implementation of Find Best Action, which is now possible thanks to the permissions system. Adds free will for pets.
Only can say very good!, i have wait a long time for this primitive.
Awesome!! that's all I got ... just AWESOME!
New version is out, along with Charvatia 1.1.0:
/close : Safely closes the server. (use with charvatia!)
--- CHANGING PERMISSIONS ---
/admin name : Make the specified sim an admin (build roommate with access to these commands AND BANS).
/builder name : Make the specified sim a roommate with build permissions.
/roomie name : Make the specified sim a roommate.
/visitor name : Make the specified sim a visitor.
Lots are now double saved to /Content/LocalHouse/name.fsov, and name_backup.fsov. If these fail, loading will fallback to the blueprints.
stubdb.fsodb will be saved to the local root directory, also with a backup.
pets free will in TSO aren't always enable?
It wasn't always implemented.
Work in progress, build #300 will ditch BASS.NET:
It shouldn't really be all playing at once. Need to find out how it deals with it in TS1.
I was stuck at joining property forever. Then somehow I got in long enough to do a couple preserves. I tried to zoom out and I got two big black blocks on me. Tried to rotate left, everything went black. Uninstalled and reinstalled dist 299. Back to stuck at joining. Went to #301 and got these messages.
So, I went to dist#300 and I cannot get past the character screen and cannot click on anything. Going to try to uninstall everything again. Any help would be greatly appreciated, thank you!
Hi Rhys, with the #301 the BASS.NET.dll is still there, is it supposed to be?
Error when loading game with #301
And then this popped up...
Separate names with a comma.