Discussion in 'Development News' started by RHY3756547, Aug 7, 2015.
I enjoyed the grammar lesson^^
A cool benefit of the new routing is that sims can now walk between smaller things that are in tiles together, such as these chairs and lamps.
It literally never stops, guys.
Great work regards this, also this kind of rectangular collision consider multi tiled objects?? My feel is that this will allow to acomplish diagonal rotated objects work good for routing...
Objects cannot be rotated diagonally because I can't generate diagonal sprites out of nowhere, and the routing only works with non-rotated rectangles.
EA should hire you and put you on team for Sims 5
Something tells me they wouldn't want to due to the fact he's be one of the first people to get an EA game working on independent server's without relaying on one of EA's precious master server's which conveniently go offline permanently whenever their next "big hit game" releases lol. This is a another wonderful breakthrough though.....having sims walk between chairs and close together objects now just like in Sims 2!
I always considered Sims 1 to be a (nearly) perfect game.
Now don't get me wrong, every Sims game after the original Sims was way better and advanced yet when the Sims was introduced there was nothing like it, you couldn't really compare it with anything and it was so fun and such a cool new concept that it just seemed like a perfect little game.
That being said... Seeing all those improvements, tweaks and ideas on this forum makes me realize how much more EAxis could have done with the original series.
Great job Rhys!
Guys, this routing style was present in the original game. Not that we won't have our own improvements to it in the future, though.
Just pushed a build with this stuff:
Room obstacles (won't randomly walk through doors and interior walls to get to the other side of a house)
Don't stop and turn when routing through doors.
Fix to start rectangle so that it doesn't randomly start inside existing collision bounds.
60fps animation fix (plus other minor fixes)
Turns towards the final direction when routing is over
Switch to int interpolate variable for movement.
Turn body towards fires turn animation correctly.
Awesome update Rhys! One thing I'd like to point out about the forum home page. The "Servo Builds" module hasn't been updated since Build 98. I see that Build 100 is currently out when I go to TeamCity, however. Module out of sync? Just wanted to point that out just in case
The new builds are on a different branch. The forum sidebar element only shows master, as usually that's the most stable build.
Is not possible to achieve this by change sprite draw offset, causing some visual effect of diagonal like stuff (doors and walls)
It's a lot more complicated than that. I'm planning to try out an effect like this in future, since most graphics in The Sims are pretty flexible, but a lot of them aren't (alpha troubles, sprite flips).
There's currently a routing problem with 2 Sim Interactions (repeated turns on the spot), so you probably shouldn't be using the new builds for play tests right now. I'm looking into it.
There haven't been play tests for days...
The Brazilian community is having them pretty much daily? They're not as boring as you.
The skype chat you got kicked from also had a playtest last night with the new routing, which is how I found the bug.
I fixed it in my local copy, along with a few turn issues and added accel-decel for walking speed at the start and end of routing (animation blending not yet in). Will release a new build when allow avatars to be solid and account for it in routing.
That's nice, but I really don't care about some "kidz party" Skype chat.
yeah.. hes a big booy
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