[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

    I was thinking about this, and yes it is entirely possible with the system we have set up right now. The problem is that we need a system for custom UI graphics, which will take a while to set up and will probably only come after we've implemented everything else that's crucial.

    Would a corporate job lot be that fun to work on? I was thinking of setting up a community lot system with interesting lots about the place, for example a town hall or park, probably showing off some interesting objects (custom, rare) and architecture for new users specifically to try out before they earn their own cool stuff.
    Looks like the main bugs with routing slots tend to be with the facing direction, and it always appears to be Snap that does it incorrectly. Maybe I'm missing some core functionality here, specifically whether or not Snap to a position with "Facing Object" set means facing object from the initial or destination position. (the latter is what we're doing right now).

    There's also a special primitive "look towards" which has a mode "turn body to face" which activates the routing engine for a simple body turn that is not yet implemented, mostly because I kind of missed it when implementing everything else. I think this one is why the pool table doesn't work, and maybe sim interactions.
  2. Blayer98

    Blayer98 Active Member

    The Sim still renders when on the next floor... This shouldn't happen. I can't upload a screenshot at the moment since the image uploading is absolutely crap on this forum... :/
  3. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    There's a filesize limit most likely. Just crop it in paint in future, but I already know this happens anyways.
    Blayer98 likes this.
  4. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Fixed interacting with other sims, you should now even be able to pick them up in buy mode. (when i release a build of course) Most of these seem to work, but not much is available because they're meant to be unlockable (I think I can force these out using cheats). Talk To is still broken, leaving one sim taking over the entire conversation for whatever reason and not letting the other get in a word...
    Tori Sim, zc456, AquilaSim and 2 others like this.
  5. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    That happens countless times in real life. I never let anyone speak :D
    Blayer98 likes this.
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Looks like this one wasn't an oversight, but instead a glaring bug with the Goto Relative Position primitive providing hilariously incorrect facing directions for certain objects. This fixes stairs, this job object, the dollhouse object and a few other things.
  7. TRS

    TRS Member

    I'm following the project from the beginning, and you're doing really great!
    Great job
  8. pisarz1958

    pisarz1958 Administrator Staff Member Moderator

    It ain't even fun to work on in real life. :D Been there for a month, it was awful.
  9. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It's not PD, but I managed to hilariously destroy TS1's roof rendering by setting up this arrangement of floor tiles:
    Looks like they divide each tile into 4 so that they can have overhang at edges but no overhang onto floor tiles/walls on the roof. Anyways, I was only ingame to check out how the support physics worked, and I think I've figured it out. Will be implementing it as soon as I can find the "buildable air" floor tile.

    See what I mean? Doesn't translate too well to a game... Then again "robot factory" is a stretch too.
    pisarz1958 likes this.
  10. pisarz1958

    pisarz1958 Administrator Staff Member Moderator

    On the other hand, MOMI HQ would probably be interesting thing to build anyway. But since you're already thinking about creating community lot kind of thing, that might be possible.

    Btw. few posts back in this thread, you wrote about people being able to donate to get more floors etc. because of the server load. And what if user could choose have more floors but smaller lot and the other way around?

    Nice bug btw. :D
  11. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

  12. Marvin732

    Marvin732 Active Member

  13. zc456

    zc456 Well-Known Member

  14. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It's actually live generated, like the wall and floor zbuffers.
    zc456 likes this.
  15. francot514

    francot514 Well-Known Member

    This should be possible for online gaming or just for lot testing, becuase this can made some objects like fences and columns (archs) useless and no point to have them...
    This is what you was talking to me, that person does not was able to considerer for actions, now fixed??
  16. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Yes. Specifically because you asked! (and not because i totally meant to do it at some point but forgot)


    Support physics now works, just need to add rules for the wall and floor tools and the build mode will be "stable". Remember that you can still break these rules like you can in the original game by placing support structures, building on top of them and then removing them, if you really want to. I wouldn't ever take that out, because that's part of the fun. ;) This support stuff is mostly just for ease of use, so you can see the floating tiles.

    EDIT: oops, just noticed the rules are not the same for our implementation, and that it's a bit more lenient to what counts as "supported"... might keep it like this? i dunno.
    Last edited: Jul 23, 2015
  17. francot514

    francot514 Well-Known Member

    No problem good work, now with the air invisible tiles it looks really awsome....
    Blayer98 likes this.
  18. DukeLukum

    DukeLukum Member

    @RHY3756547 Aside from the pipette too, Could you also try and incorporate the sledgehammer tool from the Sims 2, I found it quite annoying needing to delete things object by object and wall by wall etc... in The Sims 1
  19. Cyber Toon

    Cyber Toon Member

    I believe that you could ctrl click to remove things in TSO, as is evident by the hint in the doors' description. (though you may have been able to do it for all objects)
    Last edited: Jul 23, 2015
  20. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It will be difficult adding hittests for walls (objects are easy, they have ids, but there are thousands of walls), so that is probably a while off.
    DukeLukum likes this.
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