[ARCHIVE] Road to Live Release

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The needs system is easy?? That's exciting! Pop 'em in, then! Lol
It's not quite like that - since it isn't really top priority right now - some more things need to be done to the VM, I assume - it won't be added right now. In the near future - say, a couple of weeks - then sure.


Programming is not a simple task.
 
May not have been a top priority but it was added in, anyway. Just like the "ding dong".
Ea16EbV.png

While it may not be skills, at least it feels like you're actually accomplishing something now.
 
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Now minor pet peeve that's been a frustration since Project Dollhouse: unless the game is minimized, it still think it's in focused even when it's not. That means it'll still accept interactions even when another application is on top of it. It can get reallly annoying.
 
Now minor pet peeve that's been a frustration since Project Dollhouse: unless the game is minimized, it still think it's in focused even when it's not. That means it'll still accept interactions even when another application is on top of it. It can get reallly annoying.
Yeah, that, and coupled with that if your mouse is edge-scrolling because you have another application open above FreeSO, it endlessly scrolls, and then you cant figure out which way is land! I assume putting a limit to the edge scrolling should be an easy tweak, too.
 
Edge scrolling is disabled by default once in a lot but was overlooked in map view. This would be okay if it weren't for the incomplete lot purchasing and it's dialog getting in the way.
 
Edge scrolling is disabled by default once in a lot but was overlooked in map view. This would be okay if it weren't for the incomplete lot purchasing and it's dialog getting in the way.
I'm having the reverse issue, map-view edge scrolling eventually stops, but inside the lot itself, it will scroll endlessly, or at least long enough for me to not know which way land is.
 
Woops. Then it's just a saved setting. If you go to options, you should be able to disable it in lot view and it'll remember.
 
It's not on the list because it's that easy. The only things on the list are the things with a combination of the highest priority and highest complexity.


Pie menu heads are really shoddy and probably need to be redone entirely.

Just implemented TV sounds. Place down a tv, turn it on and feel the nostalgia rushing over you.
Great work with sounds, also for the pie menu heads, you should considerer npcs that does not show the head, and of course pets...
 
May not have been a top priority but it was added in, anyway. Just like the "ding dong".
Ea16EbV.png

While it may not be skills, at least it feels like you're actually accomplishing something now.
Skills and motives were working before. The only problem is that there wasn't a display for either. Motive decay is not yet in, which is the remaining task that I was talking about. I fixed the motive display as part of francot's pull request.

Great work with sounds, also for the pie menu heads, you should considerer npcs that does not show the head, and of course pets...
Considering these things are not present in the sims online, asking for me to make sure they work is a little selfish... the revised pie menu heads should fix this though, and also show any appearances attached to the sim.

Now minor pet peeve that's been a frustration since Project Dollhouse: unless the game is minimized, it still think it's in focused even when it's not. That means it'll still accept interactions even when another application is on top of it. It can get reallly annoying.
Yes, this has been killing me for the past year and I keep forgetting to look into it.
 
Terrific!! Another small thing that I'm sure is a simpler task -- making so when you load a property, the first view is on the entrance where your sims are, by the mailbox and trashcan, rather than the far corner of the lot! You guys are working so fast on this and it's so exciting! :eek:
 
Also, I believe in the original TSO, when you went to do an action that was in another room separated by a door (or maybe it was a tile count), the sim would automatically run to that task rather than walk. Always liked that -- am I mistaken, or is this true?
 
Also, I believe in the original TSO, when you went to do an action that was in another room separated by a door (or maybe it was a tile count), the sim would automatically run to that task rather than walk. Always liked that -- am I mistaken, or is this true?
Sims generally walk to things unless the object specifies otherwise or you select "run here" I believe. Examples of objects that specify the walk run style are the carpool and the robot station. I think it works a little differently in later versions of TS1.
 
The same can currently be said of any object. I noticed this last night when setting 4 tvs to different channels then deleting them all.

Should be fixed for the next build.
 
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