[ARCHIVE] SimAntics & World Development

Discussion in 'Development News' started by RHY3756547, Feb 16, 2014.

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  1. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    OK, sounds now work fantastically and sound like they do from the original game (sounds pan based on their position, quieter the further they are away from the center). Most sounds play, but some still do nothing. I'll need to look into that, and more specifically look into how object variables like creativity skill etc are accessed.

    Tomorrow I'm probably going to work on an fsc player so that we can get the ambience working (should liven things up a bit ;) )
    RainCloud likes this.
  2. Afr0

    Afr0 Well-Known Member

    Oooh, is that format documented on the wiki?
  3. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Well, no, but it's easy enough.
  4. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Okay, uh, might need a bit of tweaking... It sounds like the loudest wind ever, there are 500 birds and there's a dog fight going on. (default lot ambience)
  5. Marvin732

    Marvin732 Active Member

  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Ok, that stuff is mostly working... outdoor_lp.xa is making my right ear hemorrhage though. I'll post a video once I fix stereo xa decoding.
  7. RainCloud

    RainCloud Active Member

    Lmao ... I like the thunder storms and the wolves howling .... just saying :)
  8. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Turns out someone put "left" instead of "right" in one of the assignments... Anyways, here's all that stuff working + more!
    Alga, Tirea and RainCloud like this.
  9. Dark_Kostas

    Dark_Kostas Member

    Progress is just epic. I liked the transition in the end with the fire from left to right. It's just amazing how far project has gone and so fast.
  10. RainCloud

    RainCloud Active Member

    Rhy, your amazing ... this is awesome ... even though it sounds like you live next to the freeway! :p
  11. cnnoi33

    cnnoi33 New Member

    damn someone calm the dogs
  12. Fatbag

    Fatbag Member

    FSC is kinda documented on the wiki in the sense that all the field names are there, but it's up to you how you want to interpret the field names.

    version 7
    # vol pri min max rows cols tempo BPB SelX SelY QuanX QuanY DifX DifY
    # vol rand? LR FB rand? fin fout dly rand? loop loop? quant prob pitchL pitchH fast? groupID stereo? filename exclusion cells
  13. francot514

    francot514 Well-Known Member

    Big great news see that sounds working...
  14. aidancheddar

    aidancheddar Active Member

    Epic job! Love the sounds the Sim makes putting out the fire.
  15. Fatbag

    Fatbag Member

    I think at this point, adding a plumbob above the active sim should not be that difficult. Edit: Oh yeah, there is no plumbob in The Sims Online (without -NoNetwork). :p
    Last edited: Apr 12, 2014
    Marvin732, RainCloud and aidancheddar like this.
  16. Marvin732

    Marvin732 Active Member

    That Hurts xD (not at me)
    Last edited: Apr 13, 2014
  17. Alga

    Alga Member

    Sweet to see some progress ! :)
    Although it's some bugs that need to be work on but still awesome job so far!! :)
    Is it hard to fix those bugs or is it piece of cake to fix these things? ;)
    Nice to see a gameplay video on the progress! I might change my mind and my hopes will get back on this ;)
    Another question, do you ever think you and your team could make TSO as it were before?

    Cheers! :D
  18. francot514

    francot514 Well-Known Member

    Please commit this latest progress data, will be really interesting to test that stuff...
    Marvin732 likes this.
  19. Marvin732

    Marvin732 Active Member

    Who Moderator Modified my post? i have changed it back

    Yes maybe it can
  20. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Looked like Afr0 was trying to remove the accidental re-embed of the video, and accidentally put your comment inside the quote.

    Hey Alga, welcome to the forums! The glaring bugs right now are the sliding during animations, and incorrect routing slots. The animations will require some investigation, since they are a legitimate bug, however the routing positioning will just require correct implementation of routing slots. Once those are set up, most objects will function correctly and we can work on the walking engine.

    All of this is commited and in the repo. Now is probably a good time to update the release versions, Afr0.
    RainCloud and Marvin732 like this.
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