[ARCHIVE] Road to Live Release

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Will it include a DSL and compiler or are you thinking more like edith?
I'm going for something like edith for the 6 month period, but I might experiment with a custom language + compiler some time afterwards. I've been thinking about it and the only things it would really make easier to do are loops and complicated expressions.

Part of the plan includes improvements to edith, such as making the interface actually acceptable to use and special resource editor/viewers for SLOT, DGRP, SPR, maybe ANIM but that would probably happen outside the 6 months. Still got to plan all this out since the year just started. Also planning to add support for special "patch" objects alongside full standalone objects, which will be the default when editing existing objects. This will let us change how the game functions.

You mean create a full IDE will be your university project, and why not FREESO itself??? Good news, an Sims Antics IDE will allow the project expand so much for allowing Custom Content creation and so other stuff...
The university project is meant to be done solo, and have a hard starting point with fairly separate prior work. Another possibility I thought of was extending the FreeSO engine to run in The Sims 1 environment, but decided that we weren't really at the stage yet to be forking the game like that.

Also, technically what I'm doing is "expanding for custom content creation"...
 
The university project is meant to be done solo, and have a hard starting point with fairly separate prior work. Another possibility I thought of was extending the FreeSO engine to run in The Sims 1 environment, but decided that we weren't really at the stage yet to be forking the game like that.

Also, technically what I'm doing is "expanding for custom content creation"...

Yes, i like the idea, no problem, hope this will not cause FreeSO developtment to have slow progress, but if it does, will be for a good reason..
 
I managed to fix door sounds (and a few others, judging from the reduction in console printouts), turns out the track ID in the HSM was incorrect for it. The problem is that there are 2 differing track IDs, and I don't know which one to trust. Before I was assuming the HSM (when available) had the correct value, for what was probably a good reason), but the EVT has the correct one in this case.

I changed the code to check both, but it's probably best that we find out what the real correct value is, if it's EVT, HSM, or some other mystery source that we aren't considering. There might even be a kind of rule of thumb to this.
 
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Fixed computer SLOT failing to function, reason was that many objects were measuring their min/max/desired proximities in full tiles instead of 16th tiles. I found out that this is the case for all SLOTs older than version 10, which is where they introduced the "resolution" parameter and the idea of routing to 16th specific tile positions. Since this decision was actually made some time during the base game's development, only a few of the older objects had this problem. They are now fixed!
 
Implemented the "along/lateral to object vector" Find Location For types. The carpool now spawns correctly... not that it does anything, since it runs an OnlineJobsCall to attempt to move you to the job lot, which is obviously a No-Op right now.
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Retrying the room routing with ignored rooms is now in. All that needs to be done now is doing a full reset on active routes when the room map changes or portals change. Also fixed the "No Failure Trees" flag for doors, which was reading the wrong bit and causing the sim to get incredibly confused when they couldn't get to a door.

EDIT: next step is sort of working, just need to defer recreating the room route to when the execution gets back to the frame in question.
 
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Interesting progress, good work, you can test it with multiple sims at time?? i want to check how that is going for routing..
 
It's pretty hard to test with multiple sims by myself. Only the changes directly relating to sim collisions are really worth testing with multiple sims, and I have done some limited testing regarding this using two clients, the restaurant job lot, and spamming a lot full of pets.

When I merge into master later tonight, I encourage anyone to find any unusual sim to sim behaviour that either results in an infinite loop, something stupid or permanent waiting. We'll probably have an official playtest for this.
 
Pull request merged. You can see it here:
https://github.com/RHY3756547/FreeSO/pull/3
I'll make a video tomorrow, but you should be able to try it out for yourselves using the version built by Servo.

Link to ZIP: http://servo.freeso.org/repository/download/ProjectDollhouse_TsoClient/188:id/dist-125.zip?guest=1

There are a few known problems:
  • Sims are very impatient when shooing other sims or pets.
  • If a doorway is physically blocked and another door into the room is available, the sim will run around to the other door, go through it and run to the other side of the door they originally tried to go through. This means that the sim will run outside the room the collision has been loaded for, and probably indicates that I'm misunderstanding how "ignore rooms" SLOTs work.
  • Diagonal tiles cause an incredibly high level of room confusion for sims. You can easily get stuck if you stop moving on a diagonal tile.
If anything terrible happens, just click on yourself and kick yourself out of the lot. You will appear back at the mailbox.
 
So I recorded like, 5 whole minutes of comparison videos. Should showcase all the differences with the new routing at beautiful 60 fps.

It'll be mixed and uploaded for later tonight. You could wait, or you could, y'know, try it out right now...
 
So I recorded like, 5 whole minutes of comparison videos. Should showcase all the differences with the new routing at beautiful 60 fps.

It'll be mixed and uploaded for later tonight. You could wait, or you could, y'know, try it out right now...
If there's plenty of demand for it (and 5+ users online on the forums at one time), I'll host a one-off playtest for anyone that wants to test it with other people. But that's only if there's enough demand, because otherwise I need my CS:GO :p.
 
Are we able to apply all of these fixes and improvements, or are we to wait for official releases that you create? How often do you create these public releases (like 98)? Thanks, and amazing work!! I wish there was a way we could support or help.
 
The "public" releases are generally builds pushed directly to master, I try to keep the in progress stuff to other branches. The builds are available at http://servo.freeso.org, and the latest (with routing changes) is #127.
 
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