[ARCHIVE] Road to Live Release

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Classic Sims Experience. Lol. (Btw What is happening in the picture is my character: Sims Online Man, peeing himself for the sixth time, and Mr.Offredo, just started to be attacked by the Cannonballs because he was actually the mastermind behind the idea to pelt people with cannonballs. Those "people" being me.) :p
 
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Classic Sims Experience. Lol. (Btw What is happening in the picture is my character: Sims Online Man, peeing himself for the sixth time, and Mr.Offredo, just started to be attacked by the Cannonballs because he was actually the mastermind behind the idea to pelting people with cannonballs. Those "people" being me.) :p
:rolleyes: You're still alive... >:/
 
The pet appearance selection is performed in SimAntics, so it should work right now. Haven't seen any robo dogs yet.

Not sure why I didn't notice before, since I know that C# basically runs on a JIT compiler, but we can actually recompile SimAntics code directly into C# for quicker execution using the CodeDOM. Not a priority right now obviously, but could be very useful in future for getting the most out of our servers. https://msdn.microsoft.com/en-us/library/y2k85ax6.aspx
Hey what about my problem? The one where I said my sister's game keeps crashing everytime she tries to interact with another sim. Perhaps it's due to not having OpenAL installed?, or is that even required anymore? :p
 
Good to know all this Rhys, also i think you forgot to mention some primitives, like Find Best Action and Goto sub Fond Action, need to be implemented, maybe if possible you can add some other extra for allowing Sims 1 compatibility with TSO. ;)
 
Good to know all this Rhys, also i think you forgot to mention some primitives, like Find Best Action and Goto sub Fond Action, need to be implemented, maybe if possible you can add some other extra for allowing Sims 1 compatibility with TSO. ;)
These aren't too important since only pets use them.
Hey what about my problem? The one where I said my sister's game keeps crashing everytime she tries to interact with another sim. Perhaps it's due to not having OpenAL installed?, or is that even required anymore? :p
I have no idea why anything like that would even happen? Do you have a stack trace?
 
The pet appearance selection is performed in SimAntics, so it should work right now. Haven't seen any robo dogs yet.

Not sure why I didn't notice before, since I know that C# basically runs on a JIT compiler, but we can actually recompile SimAntics code directly into C# for quicker execution using the CodeDOM. Not a priority right now obviously, but could be very useful in future for getting the most out of our servers. https://msdn.microsoft.com/en-us/library/y2k85ax6.aspx

I actually pulled an Afgan but as I tried putting all of the pets away, I accidentally went to delete one of the kennels which caused my game to crash >.<
 
Just sitting down in a bath tub with my clothes on... using the ladies room XD
 

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lol - not sure the carriers work perfectly yet. they always let you "release pet" for no good reason after they're already out.
 
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Got a prototype for the new routing algorithm! Since we need to move to respecting objects having fine tuned rectangular collision bounds, we're going to switch routing algorithm to a combination of A* and a rectangular cover algorithm to keep it (sort of) fast while allowing incredibly fine positioning and sizing of rectangles. Definitely much faster than creating and travarsing through a map 16x as large.

https://dl.dropboxusercontent.com/u/12239448/TSORouting/index.html
(Click to place destination, mouse to move start)

You'll notice that some of these routes aren't exactly optimal, but making that happen would require yet another A* pathfind through all possible integer points which the rectangles intersect, as there's not really any easy way to calculate the optimal route through a series of lines.

When this is implemented, keep in mind that I also have in mind some ways we can have sims colliding with each other and "intelligently" routing around when possible. If not, we can just shove them back until there's enough space to get by. With hilarious routing events like this, you'll definitely be sure that you're playing some version of The Sims™.
 
The error message that shows up, I mean.
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Here is the error my sis keeps having when trying to interact with another sim.
 
Must say that the game runs quit stable for pré alpha being! I only got an error 4 times and 2 of them could be ignored! And the build/ buy mode seems very complete (until I found out that there are no roofs xD)
 
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A suggestion, you could make when we we use the chat, the Sim might say something you could do with that and was executed some random voice :D
 
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Got a prototype for the new routing algorithm! Since we need to move to respecting objects having fine tuned rectangular collision bounds, we're going to switch routing algorithm to a combination of A* and a rectangular cover algorithm to keep it (sort of) fast while allowing incredibly fine positioning and sizing of rectangles. Definitely much faster than creating and travarsing through a map 16x as large.

https://dl.dropboxusercontent.com/u/12239448/TSORouting/index.html
(Click to place destination, mouse to move start)

You'll notice that some of these routes aren't exactly optimal, but making that happen would require yet another A* pathfind through all possible integer points which the rectangles intersect, as there's not really any easy way to calculate the optimal route through a series of lines.

When this is implemented, keep in mind that I also have in mind some ways we can have sims colliding with each other and "intelligently" routing around when possible. If not, we can just shove them back until there's enough space to get by. With hilarious routing events like this, you'll definitely be sure that you're playing some version of The Sims™.
It's actually pretty optimal from a first glance, and very Sim-like :)
 
A suggestion, you could make when we we use the chat, the Sim might say something you could do with that and was executed some random voice :D
Not sure if it runs a random voice (since I couldn't hear anything when I tried) but Person Data does have an extra field "Chat Balloon On?" which is set to a value > 0 when a sim is talking. Only really seems to do anything when the sim is standing idle, but the "group talk" from TS1 where the sims talk to each other while doing other interactions like eating, watching tv looks like it should be looking at this (has been ported to "do online group talk"), but it's looking for a very specific value which I'm not too sure about. I'll look into it.
 
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