[ARCHIVE] SimAntics & World Development

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

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  1. francot514

    francot514 Well-Known Member

    Based on the image are you using person globas to recreate pets??? is very fun, i have tested it in sims 1 and i get pets acting like sims...
  2. Fatbag

    Fatbag Member

  3. Fatbag

    Fatbag Member

    Rhys: Afr0 showed me your issue. Both your renderer and the Niotso renderer have the issue with the legs with a2o-soc-death-possess-sima.anim. It's not an issue with quaternion interpolation, since yours is using slerp and mine is using n-lerp, and we both get the exact same rendering glitch. I thought that it could be that we're handling the blend vertices correctly.

    But we noticed that a2o-soc-death-possess-sima.anim (and probably all the other animations as well) changed slightly all throughout the file between Pre-Alpha and Play Test, where the Play Test version was unchanged into New & Improved. (bsdiff produces a 35.7kB difference from Play Test; bps after compression 55.3kB; xdelta 73.0kB.) The Pre-Alpha version renders without any glitches. Additionally, if you replace a2o-standing-loop.anim in Pre-Alpha with the Play Test version of a2o-soc-death-possess-sima.anim, it renders with the leg glitches there too. (If I can enable the simulator in Play Test in NoNetwork mode, I can probably confirm that the animation is glitched in Play Test as well.)

    So I believe a programmer or an artist decided to run an optimizer on all the animations (I looked at a few and they had different sha256 sums), and verified on several of them that it didn't break or reduce the quality of the animations. And then waaaaaay later, somebody noticed "hey guys, this animation is broken", but nobody had the original animation anymore and they either didn't want to fix it (e.g. maybe their only option was to remake the whole animation from scratch and they didn't want to), or didn't know how to anymore (e.g. all the artists were gone).
  4. aidancheddar

    aidancheddar Active Member

    Latter adds to the "TSO team moved to finish TS2" theory.
  5. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I just checked the sizes of both possess animations and they are exactly the same size... I'm not sure what the point of the change was since it does literally nothing good, though I'm thinking they may have bounded the quaternions somehow and it has went horribly wrong...

    There's always the possibility of the float format somehow changing slightly (unlikely since it's a standard, but i wouldn't be surprised...), so it'll still be worth testing play test if possible.
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Update on pathfinding: room traversal is now working (get to same room as destination position) considering the shortest route through portals to get there. Working on actual walking now.
  7. aidancheddar

    aidancheddar Active Member

  8. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I have a lot of exams next month, so things will be moving a lot slower until June. Slots are coming along though - with a few rotation issues (on top of the bull specifically, but sleeping in bed and on top of toilet are working fine)
  9. Afr0

    Afr0 Well-Known Member

    Yeah, I imagine I'm going to be quite busy in the next month as well.
    However, encryption is now completely integrated into Gonzonet (GonzoNet? I can never decide which spelling looks better), and during the holidays I also had time to add cryptographically secure random number generation (GUIDs aren't secure, apparently)
    All that remains now is to actually implement ECDH into the client. This should be simple in principle, but I have to account for things like version checking and trying to make sure that old clients are automatically booted off (because the login protocol will be drastically changed).
    In total, I'm probably going to introduce a few new bugs, but at least the new login scheme will be safe, and I already squashed a couple of bug while working on it.
  10. Dark_Kostas

    Dark_Kostas Member

    You can make a Protocol version and increase it each time you change something about packets. If client's protocol is < than server's then kick. That's how most MP mods work (sa-mp, iv-mp, ets2mp, m2-mp, jc2-mp)
  11. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    We'll need to do strict versioning on the SimAntics VM too, since the smallest change will cause constant desyncs between server/client. Also, heads up Afr0, right after routing is in we will be able to implement the VM serialization and interaction packets (Server --> Client update packets and individual Client --> Server requests). Might be a better idea to leave this until a lot more is working though. (build/buy, client only cursor objects and destination objects (go here))
  12. sorry to ask, I know you are working hard, but it has a prediction for a new update?
  13. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Like I said, I won't be able to do much until June (where I am completely free!) though the things already committed to the repo, like the Walls, Multitile Objects, HIT VM, ambient sounds and other things should be included the next time Afr0 pushes out a client update, which should be when ECDH is in the client (i take it).

    I can't commit my recent work on npcs, routing, animation and social interactions because I forgot to commit it when I could! Now it's stuck with the buggy routing code, which currently drastically limits object use possibilities by causing certain doors to fail to work both ways (portal function has weird uses of Set To Next, now officially my least favorite primitive) and crashing the game by trying to display a dialog about how you "can't go through this door!!" even though nobody set any permissions on it... So you'll be stuck with the stuff from the last video. :p
  14. thanks for the explanation :)
  15. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I have a hunch on where the "shadow" sprites are stored, but Iffinator seems to be a little broken right now:
    upload_2014-4-25_16-38-30.png
    I'll try loading them directly into the game in place of every existing floor.
  16. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I stand corrected, those are water tiles!
    upload_2014-4-25_16-41-20.png
    aidancheddar and RainCloud like this.
  17. BorderKontrol

    BorderKontrol Member

    At least you won't have to be looking for them when you need them.
  18. francot514

    francot514 Well-Known Member

    Based on the image, i think youre working on terrain tiles implementation??? Also what is that iffnator???
  19. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    iffnator is Afr0's iff reading tool. I was using it because iff pencil cannot display spr or spr2.

    I'm not really working on anything right now as I have exams starting next week, I was just mesisng around.
  20. SoraTSO

    SoraTSO Active Member


    Ugh Exams :p
    Marvin732 likes this.
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