Discussion in 'Development News' started by RHY3756547, Feb 16, 2014.
Deleted Exe getting this :
How do you get the job lots to work? I've been entering the robot job lot but I can't activate any of the robot stations. When I try to go inside the resturant lots I kept getting a message saying that I need to get a job as a waiter first. I somehow got one robot factory job working and I was able to activate all the terminals, but that was just a fluke I haven't been able to get another lot to work since.
For the robot factory, you need to go inside first, before the robots start rolling out. You can't do that by clicking the ground and selecting "go here" as of right now, so try clicking on a lamp (or another object that has some kind of interaction which requires walking to it) and turning it on so that your sim walks inside. Then, you can press the starting point of the conveyor belt and select "Create robot". You should be able to activate and diagnose the stations now.
As for the restaurants, you need to make yourself a waiter in order to enter them. To do that, press the "point of service" object (the one where the waiters sit by in The Sims Hot Date), select DEBUG, then "Become a waiter". After that I believe that you have to press the purple mailbox thing outside and select "Toggle torture test", in order to spawn avatars (customers).
You need to walk in the job lot for it to activate. As in, place a chair in there and sit on it immediately. For the restaurant do the same thing, except first you need to click Debug > Make Me a Waiter on the ticket machine.
Afr0... We have many serious problems with the packet framing code. I'm having a lot of trouble and it might need to be entirely rewritten. It's not taking into account:
Ushort is way too small. I want to use basically "tcp with framing" to transfer lot information but the ushort limit is making that impossible.
Recieving packets larger than the buffer is completely broken
Recieving more than 2 packets in the buffer is not taken into account (big problem for high throughput)
These are pretty serious issues... they're completely blocking what should have been an easy to set up system. I'm going to see what I can do.
Here is it, the video i was planning for you, showing build house with save system included
Wow, really nice work dude! I just merged it, so anyone who wants to try this can do so right now. We won't have save-state lots for a while, so this should be enough for you guys to set up intricate testing lots for the moderately sized future. The next update in particular should prove very interesting with custom built houses (assuming I can get it working), so if you make any cool houses to try with it (or you just want to share them with each other) share them on this thread!
Fixing the build right now, so give it a sec.
Try it yourself Rhys, and comment me, if there is any problem, also save code can be extended to allow users save multiple houses, and not only one, im thinking in a method to allow users share and download modified houses (maybe external tool)
Build is now up:
I fixed a few things + the code style. Should behave reliably in most cases now (need to fix that object-on-table edge case tho)
When I saved my house and exited the game it didn't save it, was it supposed to?
It should be house_00.xml. I'm not sure where francot set it to save to though, so there may be permissions issues? I'm going to change it to the documents folder probably.
@RHY3756547 I tested out the latest build and I haven't come into any major problems with saving houses, but saving the house, then entering back into the same lot causes the game to stop responding. Like I said, not too major. I can finally sink time into my houses in PD.
EDIT: Actually, I can only go to one lot per-restart of TSO, I can go to 1 lot just fine but when I switch lots, it stops responding.
I am pleased to announce...
Work in progress client sync! It works for a good few minutes there until the client fails to send any more interactions for some reason. Live demo probably coming soon.
Unfortunately Afr0, to do this I had to rewrite the main TCP packet handler to fix framing in GonzoNet. Hope you don't mind.
Architecture and buy mode commands are not yet implemented.
EDIT: the bug was that I forgot that people can cancel interactions... oops!
*more fangirling* XD
Are we going to be able to convert those so they can be uploaded in the future?
100% pure awesomeness. It's great to see both clients being in sync for first few minutes. Especially at this early stage of development.
Rhys, how do you (plan to) deal with a situation when the simulation gets out of sync, for example lag?
Games try and catch up. Try turning your internet off for a few seconds and then back on again while playing TF2; it attempts to reconnect and then catch up with what has happened. I'm guessing that's what will happen here.
Guys, I'm pulling out. This is Rhys' project now. The justification is simple: this project takes up too much of my time to be worth it when my code just turns out to be broken anyhow.
Your code is fine. But when progress is made, code changes have to be made too. It's not your fault, you can't see the future.
Wait.. what?? no please don't say that the project needs you!
Separate names with a comma.