[ARCHIVE] Road to Live Release

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I'm pretty sure it was something to that degree. The only time the map that Betaville used was up was near the end of Play Testing and it was just a normal city back then, same with Dragon's Cove.
 
Yes, dont understand why you dont like talk about it, also some other primitives like ui plugins, without that, no custom npcs, that could be most interesting to test with IDE..
They don't do anything with SimAntics at all. They delegate all control to modules which will be controlled with C#. I'm also not going to fast track implementing a primitive just because it benefits you...

Fixed a ton of things to do with interactions. Interaction groups - fixes TV, part of beds, this basketball object, pinball machine, probably some other thing!
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PARENT Interactions, Leapfrog, Run Immediately and Push Continuation
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Child interactions are now working like they should. No more interrupting your campfire experience to walk across the lot and kneel over there instead! Should fix bed, campfire, bubble machine, being able to take unprepared food around the lot, chess table, dj booth (sort of) and maybe more!

Please test this for regressions!
 
The latest build lets you start the game with the parameter -dx11, which will allow the game to use a DirectX renderer which may have better support for older graphics cards (shaders back compatible to DX9 Shader Model 2.0!). @Simhrique0990 is getting much improved performance in various areas of the game with this renderer.

There are a few problems with DX right now. There may be a VRAM leak, judging from some of the crashes I got... Multisampling is not supported by MonogameDX, And the IDE's thumbnails don't seem to be working. Ingame should be functionally identical.

@Tirea I added a system to hotswap the Monogame library based on the OS you launch the game from. Can you try the latest build on OSX? (same folder, with the game in "game/", and run "mono FreeSO.exe")
 
@Tirea I added a system to hotswap the Monogame library based on the OS you launch the game from. Can you try the latest build on OSX? (same folder, with the game in "game/", and run "mono FreeSO.exe")

Just tested FSO on OS X

What works:
  • This time it doesn't crash monogamy immediately, it comes up and loads nicely
  • CAS works pretty much perfectly
  • You can enter a load and interact with objects or sims
  • You can buy objects from the catalog and place them on the lot
  • Sound effects are working perfectly

What doesn't work:
  • There is no background music playing (CAS, Map View)
  • The map view seems to have some artifacts on it, it's a bit distorted and has this gray + greenish color
  • Changing the resolution or window mode in the config file doesn't do anything
  • Scrolling only works with the window edges
  • You can place objects on the lot but you can't rotate them, the game seems to only respond to left clicks, no right click or dragging*
  • Since you can't drag, you cannot build anything!
  • Interactions seem to get "used up" e.g. if you click on the bookcase to make one sim study cooking and then click on the same bookcase with another sim, the "Study cooking" interaction has disappeared from the pie menu of the bookcase. (as if there is only 1 cookbook available)
Note that since I've been on vacation for the past 4 months and still am, I haven't played FSO in a long time so excuse me if a few of the bugs I mentioned are already known!

I'll test a bit more tomorrow to see if there is anything else that isn't working
Also I'll try and test if I can rotate or drag anything if I use a mouse (or any other different input device), I have the feeling monogamy doesn't like my trackpad...
 
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Just added an Animation viewer! You can view any animation and... oh god...
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When you are making custom objects, try not to use pet animations...

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In other news,
I have a very important announcement!

As part of it being my 4th Year Computer Science project, I'm running a user evaluation for the Volcanic IDE! It's a great chance for you guys to mess around with it yourselves, and anyone who participates will recieve a rare object when the server opens. It would really benefit me if you participated, even if you only did one or two of the tasks.

To find out more, visit the Thread/Forum Section over here:
http://forum.freeso.org/threads/volcanic-ide-user-evaluation.1094/

Note that not all of the tasks are available yet! Two of these features are still in development, and will be available some time next week. If you can, you should get started on the available tasks though!

If you know any TS1 custom object developers, it'd be great if you asked them to participate too. I need all the feedback I can get!
 
brilliant! I hope soon also solve the problem with chimneys always make repeated noise hehe
ah! and cooking skill the creator of canned or paint on the lectern. It also happens that, on the barbecue, my sims stays with the spatula in hand all the time .. I hope that these failures have not been reported and, if repeated, sorry> <U
 
Breakthrough!

We're getting there. Just need to write an encoder to let these save out.

Let me ask something, the PIFF is different chunk, that can contain modified data for all the other chunks, or when you save file the SPR chunk is also modified??
 
spr will be saved to .spf.piff probably. A .piff is an iff file containing a PIFF chunk, which contains a list of changes from the original resource.
 
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