[ARCHIVE] SimAntics & World Development

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Good to know, how you will implement the TTABS same as sims 1 or tso, can be kind different if i remember...
 
So here's where I am right now:

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Currently showing all debug interactions to (obviously) help debugging. All categories work correctly and non-debug interactions have their check trees evaluated correctly (eg. plants cannot be watered when they are healthy).

TODO: Positioning, make buttons correct style (do they have a 9 segment image for these somewhere? or do I have to live generate it?), Gradient behind pie menu, objects should highlight when they are moused over and have interactions, cursor should react appropriately for objects with/without interactions, massive sim head in center of pie menu...
 
I'm looking for an image in the game resources... if you find it then i will reward you handsomely! (with nothing) Does anyone know where the interaction button background image is? I've looked through most of the FARs and can't find it. You can see what I mean at the top left here (imagine without craft bench):

sims.jpg
 
The same border is used in the catalog, though the outer color seems to be live generated.
 
I now have the interaction queue working, and it has all of the same tweens as the TS1 engine (interactions fly up from the last pie menu position etc, slide along when the interaction in front finishes)
I'll post a video when I fix up the positioning on the pie menu.
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(last item missing the icon is the toilet. dunno why)
 
o_o EYECANDY (lol)
we will have lot rendering by the end of the year, there's a 95% chance of that!
 
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Menus now behave exactly like the sims 1. There are 3 configurations: 2 space, 4 space and 8 space. If there are any more than 8 interactions they stack on the top and bottom. I'll post a video asap.
 
Interesting, are you sure is working for all objects or just the ones you showed in the video????, im still want to see sims movement animations...
 
The plan is to get it the SimAntics emulator to work with all of the objects in the game. Once these ones (i'd say the refrigerator is pretty core) are working I'll implement buy mode so that I can easily test more. The Pie Menus should really work for all objects, check trees don't usually do anything insane. Again, the routing will probably be done last as the most important thing is that the objects work.
 
I'm going to do some profiling, the game is using quite a bit of cpu for some reason.
 
oops, I didn't implement the more than 8 items case! I'll do that real quickly, it hides some interactions on the hat rack...
 
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