[ARCHIVE] Road to Live Release

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Totally working correctly guys.
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At least it moves now. For this to work I need to figure out the Get Terrain Info primitive, which allows the ball to get some special information on terrain slope and the object's exact position.
 
Rhys said:
At least it moves now. For this to work I need to figure out the Get Terrain Info primitive, which allows the ball to get some special information on terrain slope and the object's exact position.

There is a primitive for that?? i cant even remember... What that does exactly??
 
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Working a bit better now, but won't go into the target until I've changed how Snap to Position works. (part of routing changes)
I wonder....do those things still work has shower drains that you can choose the color of?.....I remember back in the old TSO people would place them in-front of showers to stop the puddles of water from spawning. One less thing to clean up after sims lol
 
Route failure trees are also now calling, so your sim can be just as confused as you are with arrangements like this:

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The speech bubbles that pop up should work once speech bubbles are actually added in general.
 
I'm not going to be working on things this weekend because of LDJAM, so I've committed the work so far:
https://github.com/RHY3756547/FreeSO/commit/d952be4358225c8ae43fad792ebca73d9e10197d

Summary:

- Sims now collide with objects.
- On collision with objects route is recalculated.
- Sims also now collide with each other, and deal with each other by waiting, routing around or forcing the other person back. (PRELIMINARY, VERY UNSTABLE)
- Partial VMGetTerrainInfo implementation (fixes wacketballs)
- Routing failure trees
- Walk spinup/down acceleration.
- Hacked clock time to once every 5 seconds, like original.
- Fix to rect router for being right next to things
 
Still wouldn't run playtests with this one, unless you want to get stuck on each other or 100 stack frames deep in a deadlock made of sims shooing each other.
 
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