[ARCHIVE] SimAntics & World Development

Status
Not open for further replies.
I don't know what Afr0 has left out of the build to make it crash so often, (and wouldn't be able to change the update files) so I can't fix that.

Thing is, I didn't leave anything out. :(
I think Simantics doesn't like x64 systems. How do we know it is using SciLexer64? Is there a way to check that?
RainCloud got it working once, but not again o_O
 
wtf, I'm using an x64 system!!! Again, there are no incompatabilities between x86 and x64
 
wtf, I'm using an x64 system!!! Again, there are no incompatabilities between x86 and x64
I just compiled it as well using x64 and i am having "no issues"(got some errors from unknown primitives etc). Btw the starting project should be TSOClient instead of GonzoNet, so you can actually debug it by hitting the play button.

BUT,
While trying to run it from the installation folder(normal files), it crashes at both Lot screen(after rendering it, so i can see the grass) AND once i hit Create new Sim.

P.S. Maybe we should have a topic about Code stuff. Lots of warnings while compiling!
P.S. 2 I can't login from the compiled source..Says servers are down.

EDIT:
P.S. 3 On the installed version there's no app.config, yet i can connect(My bad, it has another name)
P.S. 4 Also somehow i managed to enter lot mode but there were no cursors for actions or move.
P.S. 5 I crashed the login server when creating a new sim(on the source version) and changing gender.
Error came @UIGridViewer.cs@L-185, with index out of (something)
 
Last edited:
P.S. 5 I crashed the login server when creating a new sim(on the source version) and changing gender.
Error came @UIGridViewer.cs@L-185, with index out of (something)

Arg, why isn't this happening to me?
What error did you get for the login server?
 
My system is x64 too, and haven't had any crash problems. On another note...
JoM8oC8.png

My Sims' hygiene went off the charts since I used fire so much. xD
 
Last edited:
Pretty much, the motives should be limited to the range -100 to 100, but I'm not enforcing that so they're going way past the limit (and breaking the color interpolation :p)

I'm working on HIT now. We should be able to get UI sounds as well once this is working in a basic form.
 
Still, I wouldn't be surprised if it happened at least one time - hell, the fire man was on fire in the TS1: Makin' Magic let's play hosted by the Maxis team! XD
 
OK, got DBPF and XA reading working from the 22398423908 year old SimsLib code. It has some pretty interesting results for stereo audio (rip my right ear), but otherwise works ok.

I have no idea how the sound system is structured, and I'm not even sure niotso has documented it right. Apparently like 200 things point to "Sound ID", nothing points to hitlist and none of the references I'm following lead anywhere remotely resembling what niotso specifies.
 
One reference is right at least, evt files successfully point to tracks. (you can follow the trail for "ui_click").
I'll need to look into where the sound file ID is retrieved from.
 
Status
Not open for further replies.
Back
Top