[ARCHIVE] Road to Live Release

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Are you sure? I can definitely set it to that for now.

EDIT: Got it, was labelled "tpac", probably as in "Teleporter Accident", not everyone's favourite musician. Doesn't change sim head for the moment.
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Are you sure? I can definitely set it to that for now.

EDIT: Got it, was labelled "tpac", probably as in "Teleporter Accident", not everyone's favourite musician. Doesn't change sim head for the moment.
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Just found out theres a female one too. xd

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Doesn't seem to be relevant to what you describe (crash happened because you hovered over something with a bad interaction).

Got networked games loading from state instead of playing back history, but it immediately desyncs unless the state is serialized on the host beforehand. Suggests that there is a definite problem causing immediate desyncs when the lot is generated vs loaded from states.
 
Doesn't seem to be relevant to what you describe (crash happened because you hovered over something with a bad interaction).
Oh. #Timing. Well, I think that something is one of the standing screens. Even a simple click on it seems to cause the client to go crazy.
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The Heads are still kind of invisible if you want to do a task, like make a meal you can see the hair if you have a Pony Tail as Female Sim
 
Working on IDE right now since I'm a little behind on it. Not many primitive definitions in yet, scope vars don't have complex naming. Should be a monogame component embedded in a window eventually, but right now it's running in the game.

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Primitives are color coded by category. Will look a bit more interesting when there are more categories... FSO.IDE currently references the client so is the new top of the reference tree for now, this is because FSO.Client currently contains all of the UI classes. I'd like to move them out, but some time in the future probably.
 
Primitives are color coded by category. Will look a bit more interesting when there are more categories... FSO.IDE currently references the client so is the new top of the reference tree for now, this is because FSO.Client currently contains all of the UI classes. I'd like to move them out, but some time in the future probably.
This will be open source, and whats the final objective of the IDE??
 
The IDE will support creation and editing of all The Sims object resources, including things Edith doesn't touch like SLOT and DGRP. A main feature will be saving to "patch" iffs so that we can modify the original game files, or make new objects out of existing ones, both without violating any copyrights.

The IDE is open source (available in branch right now) but since it's an individual project I'm not accepting any contributions til sometime after it has been submitted and marked.
 
Right now you need to start the game via FSO.IDE.exe, then do any interaction on an object. It's not going to be like this in the future - it's just to test the code viewer UI component while I figure out a way to make monogame render to winforms.
 
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