[ARCHIVE] Road to Live Release

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Thanks! I've got it running now, but wich IP do i use? Does it work the same as the tutorial for temporary servers? Because i can't seem to connect with my no-ip host
 
You should be hosting from the same IP as your non-dedicated server, assuming you're using the same pc. In certain circumstances, connecting to yourself can cause a crash (localhost sometimes becomes ipv6)
 
Animations now keep a queue of events, so that they accumulate instead of overwriting when multiple are fired between event callbacks. The animate primitive now also prioritises event handling over ending the animation, so certain events are no longer missed. (canning station accessories being stuck to your hand) Fixes some weirdness with beds (quilt covers animation), but their routing slots are still broken.

Implemented Look Towards/Away From Average Stack Object, and a version of SnapToDirection slots that use the Facing field instead of hackily hijacking routing direction flags.
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Also fixes facing direction and routing for the gnome table. No more facing the wrong way entirely!
 
Animations now keep a queue of events, so that they accumulate instead of overwriting when multiple are fired between event callbacks. The animate primitive now also prioritises event handling over ending the animation, so certain events are no longer missed. (canning station accessories being stuck to your hand) Fixes some weirdness with beds (quilt covers animation), but their routing slots are still broken.

Implemented Look Towards/Away From Average Stack Object, and a version of SnapToDirection slots that use the Facing field instead of hackily hijacking routing direction flags.
81b6d18fcada869942d725e16ee6ec47.gif
dfd42fdae947cf327454c10676058f98.gif

Also fixes facing direction and routing for the gnome table. No more facing the wrong way entirely!
You fixed it!! :D Yipeee!!! *Happy Dance* Thank you!!! :D
 
This has me curious... "Study for School"?? Will there be something else this will be for? :D
 

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It's flagged as "debug" I think... when that happens I force the interaction to appear no matter what.
 
Animations now keep a queue of events, so that they accumulate instead of overwriting when multiple are fired between event callbacks. The animate primitive now also prioritises event handling over ending the animation, so certain events are no longer missed. (canning station accessories being stuck to your hand) Fixes some weirdness with beds (quilt covers animation), but their routing slots are still broken.

Implemented Look Towards/Away From Average Stack Object, and a version of SnapToDirection slots that use the Facing field instead of hackily hijacking routing direction flags.
Also fixes facing direction and routing for the gnome table. No more facing the wrong way entirely!

Good work, i really didnt noticed about that issues..
 
it's nothing
i got used to Offredo seems always show his superiority
because TSO maybe preconceived with he
i like call a spade a spade
( ´▽` )ノ
So for you because i'm often sarcastic to your messages, I show a sort of superiority? o_O did you never think that i'm sarcastic because almost all your messages are somewhat... pointless or point something of obvious that almost everyone already know ?
 
So for you because i'm often sarcastic to your messages, I show a sort of superiority? o_O did you never think that i'm sarcastic because almost all your messages are some... pointless or point something of obvious that almost everyone already know ?
ok there have my fault
i understand
i will as possible not to say too much excess
 
Implemented "expected event count" special behavior, which fixes the bathtub draining and maybe a few other objects.
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Also completely restructured how the VM works at its core, for better accuracy. The only thing it fixes in TSO is the barbeque, but it makes our engine compatible with TS1 style sims and NPCs (no "idle interaction", just run interactions directly from main).

Before (wrong):
- Main is run as an interaction in the queue.
- When main calls "idle for input, allow push", STOP this queue element (main) and run the next one. Works outside main, breaking the bbq.
- When interactions exit, simply run the next one. (do not return to main, as we have stopped it completely.
- MAIN NEVER RESUMES, OR EVEN RESTARTS! TS1 reruns main for idle interactions.

Now (correct):
- Main is run directly on the stack, NOT as an interaction.
- Queue elements are selected and dequeued directly by "Idle for Input, allow push". They are run DIRECTLY ABOVE the main entrypoint like a subroutine.
- When the interaction ends, control is returned to the main entrypoint from where it left off. It is up to main to run another interaction.
- in TS1, between this and the next interaction we run motive failure checks and idle animations if nothing is queued up. In TSO, uh, you don't die unless your queue is empty...​
- Stack frames now know if they are in an interaction or in main. "allow push" will not work in an interaction. (fixes bbq).
- Since interactions are run atomically, on request, we can now start to perform "test" trees directly before running interactions. This will stop going through with interactions that really shouldn't be possible anymore. (eg. use toilet when someone else is on it/going towards it). Not implemented yet.

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This will debut in the next build. It pretty much changes everything, so if anything goes wrong tell me immediately! Deleting objects in use will now cause a full reset of the sim... users obviously won't be able to do this, but it is possible for objects to delete themselves or others, so it definitely needs to work reasonably.
 
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Added "Tree/Interaction ID in temp 0" functionality to create object callbacks. May not be correct, but it seems to be accurate for like, the two uses of them. Fixes Cuddle on sofas.

This is not the only object fixed. There is another object that uses the Object Menu (clicking on another sim interacting with an object) that has also been fixed, but I'll let you guys figure out which one it is.
 
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