[ARCHIVE] Road to Live Release

Status
Not open for further replies.
Yes.

A fatal misunderstanding was breaking the relationship variables for most objects (those using Old Relationship) which accidentally swapped local/parameter accesses. Might fix object errors with hot tub.
Is that why so many objects return that annoying pop-up that for SOME reason is in Polish (I assume it's an external error)? (I use Polish Operating system)
 
No... SimAntics error dialogs are not localized. Are you talking about the OpenTK one that you can just ignore? I suppressed that a few builds ago.
 
About the weather... I always wondered if Sims 1 Weather Machine really works :D
Wow thats epic, but no donwload link, is premium only site??

Yes.

A fatal misunderstanding was breaking the relationship variables for most objects (those using Old Relationship) which accidentally swapped local/parameter accesses. Might fix object errors with hot tub.
Are you talking about the real relationship like for avatars, or something else, i have noticed those attributes are not assigned in VM..
 
The first FreeSO wedding didn't end so well...
fsowed.png

On the bright side of things, desyncs are much less frequent now and are immediately resolved when they are detected. The only huge problem right now is infinite loops caused by object scripts.
 
The first FreeSO wedding didn't end so well...
fsowed.png

On the bright side of things, desyncs are much less frequent now and are immediately resolved when they are detected. The only huge problem right now is infinite loops caused by object scripts.
REALLY? I REALLY MISSED THIS?! X.X

Damn. >< Today has me real pissed off.
 
The first FreeSO wedding didn't end so well...
fsowed.png

On the bright side of things, desyncs are much less frequent now and are immediately resolved when they are detected. The only huge problem right now is infinite loops caused by object scripts.
Really amazing wedding, cute couple too! Though the priest sucked. >_>
I think the Fairy warriors Band rocked most!!!! ;)
 
That specific exception has been fixed. Due to how the .NET framework works the stack traces for exceptions (printed for debug purposes) will generally be printed using the OS language.

Ah, well I still ocassionally get the errors (this was mostly with pets, I think I had issues with some of the beds or something)

Anyway, excited for all the progress.
 
Figured out something very specific about Set To Next obj adjacent to obj in local which will fix a ton of infinite loops. Instead of simply selecting the next object that is in an adjacent position, it finds the direction to the stack object and selects the first adjacent object with direction further clockwise from north. Hard to explain, but basically it lets you iterate over all 4 directions, then you can use Set To Next to iterate through each object on that adjacent tile. This has been tested with TS1.

Should fix freeze bugs with awnings, conveyor belt, some fences...
 
Status
Not open for further replies.
Back
Top