[ARCHIVE] Road to Live Release

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Seems to happen when you host, but not when you join servers. I'm still not sure why it's happening, maybe there needs to be some delay between initializing the world and sending the first light info?
 
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...

Good to know this. What do you mean has been tested with TS1??
 
I mean I made an object loop set to next adjacent object, placed 2 objects on each side of it (phone, end table) and it only scanned 4 of the objects (the ones with lowest id, in clockwise order, different sides)
May need to further test this, maybe it just accepts the first id no matter what instead of the first id after the stack object's.
 
Had to write a completely special case for it, but it's working perfectly now.
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I still wouldn't recommend using these objects - they seem to incur a huge idle performance cost.
 
Yes, that's one of the benefits to the full recreation strategy. If we did manage to get the original game working, modding would be limited to just game objects, but with FreeSO we can implement completely different UI elements, graphical effects, primitives.
 
Yes, that's one of the benefits to the full recreation strategy. If we did manage to get the original game working, modding would be limited to just game objects, but with FreeSO we can implement completely different UI elements, graphical effects, primitives.

That's awesome. So we could basically continue the evolution of the game (I mean, you've already done amazing stuff like multiple floor levels etc.)
 
Just fixed the normal way of repairing things in robot factory. The repair check tree was accessing a different copy of the temps from the person's thread, so the result in temp 4 from a Run Tree By Name primitive wasn't working. Check trees now reference temps from their parent object when available.

Commit also includes real conveyor fix.
 
but with FreeSO we can implement completely different UI elements, graphical effects, primitives.
That's really good news! I can't wait to see what new features might be implemented into FreeSO, that aren't present in TSO. (Aside from 2+ story houses, and other improvements to TSO that are already in FreeSO.)
 
This is where the game freezes up when cooking at the stove...
 

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Can you send me the lot xml? I'll be able to check which routine it's hanging in.
 
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