[ARCHIVE] Road to Live Release

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Got the following error after trying to run the newest build: Unable to load DLL "Bass.dll", the specified module could not be found. Although the previous builds worked smoothly for me. Bass and all that is actually already installed so the error makes absolutely no sense
If you still have your previous builds, copy the Bass.dll file to the current build's directory.
 
Yes, unfortunately there is no build step for this right now cause I keep forgetting to add it.
How would you even go about doing it? You can't include Bass.dll in the repo so it would likely have to be a post-build command that copies the file directly from the server or even Bass.net's website. If TeamCity supports post-build commands
EDIT: autocorrect screwed up a lot of that post, fixed it.
 
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There are still a few unusual things, such as avatars being shooed through walls and pets walking too fast, but it's looking a lot smoother now. I'll record a demo video tomorrow.
Yes, pets looks more like a robot thing ...
 
OK, did some restructuring in RoutingFrame, it makes a bit more sense now. Also slightly improved turning while walking, slowed down pets (too much?) and fixed the animation smooth stop happening when approaching doors (now only happens at very end).

Next up is handling slots a lot closer to what the original game does. Prioritise getting to the object's room first of all, and then parse the provided slot, so that if specific problems occur we can give route feedback (no chair, wall in way). Reject destinations based on the obstacle map, instead of the poor excuse for checking that we're doing now.

Unrelated, avatar thumbnails and custom icons from push interactions now work:
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I also fixed a bug with the SimAntics error catching which was causing it to crash with any and all errors. No idea how I overlooked this.

EDIT: on closer inspection, the original game doesn't even have smooth stop/start for walking, so we're doing one better there. Would have to be disabled if we had any sort of cross compatability. Also halving pet speed is correct.
 
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I totally love these updates, I'm getting flashbacks of the the good ol' days :D , I was looking thru the interactions looking for 'touch down dance' ... one of my favorites, and I remembered that you get that one with a certain skill level, am I remembering right? like serenade came with full charisma skill. Is this still going to be there? I sure hope so ;)
as always, thank you so much for all your hard work!!!:D
 
I also fixed a bug with the SimAntics error catching which was causing it to crash with any and all errors. No idea how I overlooked this.
This is distributon 118?? ThumbnailProvider is the new class needed for all the avatar images??
 
This is distributon 118?? ThumbnailProvider is the new class needed for all the avatar images??
Yes. Content.Get().AvatarThumbnails should be the content provider, but you can use GetTexture if you're using the ui too. Not sure how to get pet heads.
 
Reset animation now works, which fixes sims facing the wrong way on non-dining chairs, or if they're NPCs.
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Walls are also now considered for slots. If there is a wall between the destination spot and the object, the spot is invalid. This includes slots where the destination spot is quite far from the object, like the tv. Also stops people using chairs etc through walls.
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The first example is impossible, and the second can only be viewed from the side. I still need to make some changes to where and how slots are handled for the failure trees to call correctly for things like objects causing obstructions and when walls are in the way.
 
Reset animation now works, which fixes sims facing the wrong way on non-dining chairs, or if they're NPCs.
Great progress, good work


Unrelated, avatar thumbnails and custom icons from push interactions now work:
Why are not working for pets, also seem pets do not have avatar head outfit?? so weird, they actually had it on sims 1...
 
Well of course they have it, I'm just not sure where it is? Body icons are set to id 0.
 
SlotParser has been cleaned up a ton. Should make a lot more sense now.
Some changes still need to be made before everything's perfect.

EDIT: I also noticed a weird bug with the restaurant job where they keep cleaning up the plates of food they just cooked for no reason. They get stuck on each other an awful lot in that cramped kitchen..
 
I'll look into it when I get back. I'm getting the light akin appearance right now for pets - maybe the darker skins point to the thumbnail instead of an appearance? Would be weird, just a theory.
 
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Changed VMGotoRelativePosition to generate a slot that does all the work for us. Fixes some inconsistencies (with slot position verification) and makes everything a ton cleaner. Look at all that code I deleted! The two helper functions and locations array you see there actually went too, so it's just the Execute function left.

The reason things evolved like this is because back in the day, slot support was a disaster, so we actually got a more accurate result by avoiding the slotparser entirely. How the times have changed. ;)
 
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Gif again not really good at showing it, since it ends early and the sim animation clips through the wall anyways, but sims can no longer stand up or sit down through walls, and will act appropriately by trying the other directions. (gif shows him getting on from front, getting off from back)
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Also, the wall snap thing also means that the paddleball will no longer go through walls and fences.

Still need to work a few things out before we can merge this.
  • Sim being stuck in an object can freeze the game (endless reroute attempts, need to check origin position for rect routing. We get stuck in objects when standing from chair enclosed on all sides for some reason..)
  • Move slot handling to after room route, to prevent 100 attempts to route to a room when an object slot has a ton of destinations.
After that, things should work smoothly enough for a merge. Weird shoo bugs can be fixed as we find them. It's looking really nice right now.
 
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