[ARCHIVE] SimAntics & World Development

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What is sound in the video a river background?? also you will make sims movement, or "go there", routing slots and other things???
 
I'm going to be busy for a while (maybe till tuesday?), so this will have to wait. Yes, I will add everything that is in the original game, there's no point asking otherwise.
 
I just figured out the bug that made the fridge constantly spit out the snack object (or what appeared to be). Each objd has its own function table with the same id as the objd; before I was just loading the first.

Right now the sim tries to prepare the meal on the counter, however the game crashes as soon as he tries to put it on the counter since Drop Onto is currently not implemented.
 
WIP:
upload_2014-3-26_0-22-56.png
Facing the wrong way, but you get the right idea. The food chain works all the way through! (Get stuff, chop up on counter, cook with oven, eat) Though the sim is still standing up to eat, as I haven't implemented the more advanced routing functions. After eating one bite of the finished meal, the sim completely loses it and tries to drop the plate on the ground, crashing the game as I still haven't implemented the Find Location For primitive.

Some of the animations are pretty interesting... To put the meal on the oven the sim puts his arm through his body.
 
Not quite, he just looks at the ground, then back up and violently shrugs, presumably getting the food still on the plate absolutely everywhere.

There are a few other visual bugs - Container slots are not rotated to fit the object direction yet. The counter container slot 0 seems to have a special case where offset (0, 0, 0) is on top of the counter... I have no idea how this is meant to work as its alternative slots for directional placement (1 through 4) all have the correct z offset of 4 (on top of counter!). Carry animations also do not yet work... These just overwrite the bone translations of the regular animation to force the sim to "carry" things.
 
Container Slots on counters now working, looks like Height is used for the Z-offset if "altoffset", what I was previously using for the height, is 0. This may be wrong but it works for now:

upload_2014-3-26_19-29-29.pngupload_2014-3-26_19-29-41.png
 
Note - something interesting I found in the TSO pre-alpha while looking through the edith comments and cheats:

open_sesame - No permission checking in NoNetwork mode.

...suggests there is a NoNetwork mode in the pre-alpha!
 
Tourniquet: You can zoom out of the lot into the map view using the +/- keys. Pre-Alpha uses a similar rendering of the E3 version of Blazing Falls. :D

Rhys: I saw the "nonetwork" argument in the New & Improved trial version a long time ago and, yes, I assumed it meant "simulate not having an internet connection", especially since it appeared to do nothing. I feel soooo dumb now, lol. It turns out that -NoNetwork is there in every version of TSO, but it stopped functioning in the New & Improved boxed version and onwards.

-NoNetwork works in Play Test and the first boxed version, but I'm not sure if I would be able to get Edith to work in those versions, and I'm not sure how helpful it would be if I could.
 
Pre-Alpha edith is really all we need for most of the game, since we've got full vm access now and all bhavs are fully commented. The only problem is finding out how to create a sim in NoNetwork mode and set it as active.
 
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