[ARCHIVE] Road to Live Release

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Are you thinking dog to dog interactions? Because, again, you're not meant to be able to control them...
 
Nevermind, whats next after you got some free time for continue with game?

Using certain objects bork your "Sim State" that regardless of what you are doing your sim acts like they are sleeping, sitting down etc. So make sure you aren't broken in that way (if you are just re-enter the lot)
 
What you mean??? ..
You have a set of interactions depending on your "state". If you sit down, you can't do many interactions (for example if you sit down you can't kiss another sim etc.)

I was playing on a server with other and went to bed, when my sim "woke up" I was completely "borked" and my sim acted as if he was still sitting down/sleeping. It happened to me twice.

Chances are, it's affecting a lot more interactions.
 
Just a quick update, WIP Object Browser:
upload_2015-12-4_10-49-4.pngupload_2015-12-4_10-49-24.png
Not quite finished yet (no thumbnail, for one...), but functional. Now it's possible to open up BHAVs on any object and breakpoint/edit anything. This screen will likely evolve to be the main screen of the application, but that still needs to be planned out.

The individual object page is very WIP in that it literally just lists all private trees for that object. In future it will allow much broader edits to objects than both Edith and Codex.
 
Just a quick update, WIP Object Browser:
View attachment 1087View attachment 1088
Not quite finished yet (no thumbnail, for one...), but functional. Now it's possible to open up BHAVs on any object and breakpoint/edit anything. This screen will likely evolve to be the main screen of the application, but that still needs to be planned out.

The individual object page is very WIP in that it literally just lists all private trees for that object. In future it will allow much broader edits to objects than both Edith and Codex.
great,don't forget made a version for TS1
 
c962f23b9ced3762970f6893ac32653c.gif

Skeleton for new object page and resource editor. Opened from the object browser, allows the user to edit all resources in the IFF. Each editable chunk will have its own specialized editor, eg STR#, TTAB, constants. Object specific resources like OBJD and SPR2 will likely be delegated to the other object specific tabs.

This resource browser is actually a standalone control in itself, and will be used for resource browsing while editing object trees in the BHAV editor. This will allow the user to modify or add resources as needed, eg. adding an entry in an STR# resource for a Dialog primitive to use.

Object tab will feature a special OBJD editor (not just a depressing line of key/values), and Appearance will feature a Sims Transmogrifier style DGRP/SPR2 editor. These will come alive in the next few months.

That is in your plans for next year??, ill be glad to help with converting TS1 system into open source..
It'll be open source as well, so you can contribute whenever.
 
I noticed that I could tell screenshots of the real game and our engine apart by object edges causing aliasing even when the z ordering is correct, and it seems to be a monogame issue.

It's doing INV_SRC_ALPHA (dest) & SRC_ALPHA (source) blending on the alpha channel as well as the colours, which means that the alpha is being about halved on the static layer for when it's drawn again... The solution would be to set this to INV_SRC_ALPHA and ONE for the alpha channel only, however monogame opengl decides to ignore this setting completely no matter what.

I solved it by performing the src_alpha multiplication in the shader, though in future it will probably be moved out into a premultiply step. Edges are looking a lot smoother, and puddles aren't completely invisible:
blend%20fix.png
 
So am doing my first playtest. Honestly, I'm amazed what you guys have done since I last came here about a year ago. All there was back then was create-a-sim. It is buggy and stuff to be sure, but when you compare it to what it was, it's astounding. Good job, and thank you to everyone who is working on this project
 
I am even more astounded than I was when I posted that, seeing as I thought you guys hadn't done the audio yet, when it turned out that the problem was on my end XD
 
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