[ARCHIVE] SimAntics & World Development

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Base window styles are now functional. The other ones use special SPR resources included with the object, which will need to be loaded into the wall resource provider.

upload_2014-4-5_16-0-11.png

(base window styles being normal sized doors, like the archway)
 
Good as always, The walls also include roofs, and all objects that are positioned on walls like decoratives, lighthing are working¿¿¿???
 
Base window styles are now functional. The other ones use special SPR resources included with the object, which will need to be loaded into the wall resource provider.

View attachment 144

(base window styles being normal sized doors, like the archway)
is that actually rendered from dollhouse or is that the beta release thingy for tso devs?
 
SimAntics is the engine of the "sim movements and actions". XNA is the graphics engine and C# its language. Everything is in real time from the game, you can see some videos in previous pages!
 
Custom wall styles set by objects now work!
upload_2014-4-6_1-2-22.png
upload_2014-4-6_1-2-27.png
Check out those bay windows and the normal ones as well ;) I'm not sure what that door over there's problem is, I guess I'll give it a lookup.

Everything I post here is from the project dollhouse client. We are writing a custom engine using XNA as a base, as the original game engine cannot be used. SimAntics is the system driving the game's object logic, which we are writing an interpreter. I should probably rename the thread to "Simantics & World Development" to avoid people confusing SimAntics with the world rendering.
 
Fixed that door... It was using 23 instead of 22 as its "load the sprite from my iff" value.
upload_2014-4-6_1-22-54.png
 
Uh, that probably came out wrong. What I meant to say is that no, it definitely will not take that long to have a playable multiplayer beta ready. If I can keep making breakthroughs at the same pace you should be able to play something by the end of this summer, but definitely before 2015.

Work on walls is nearly complete, but I'm planning to restructure the world system a bit to improve things like slots and actually use the dynamic object system for speed improvements. Next up is dynamic walls cutaway based on mouse position, but cutaway for specific rooms won't be possible until I implement the room map. After that I might do multilevel support (second floor hype!) as part of the restructure.
 
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Uh, that probably came out wrong. What I meant to say is that no, it definitely will not take that long to have a playable multiplayer beta ready. If I can keep making breakthroughs at the same pace you should be able to play something by the end of this summer, but definitely before 2015.

Work on walls is nearly complete, but I'm planning to restructure the world system a bit to improve things like slots and actually use the dynamic object system for speed improvements. Next up is dynamic walls cutaway based on mouse position, but cutaway for specific rooms won't be possible until I implement the room map. After that I might do multilevel support (second floor hype!) as part of the restructure.
Thanks RHY3756547 ! :(
For Rebuilding The Game with Afr0 ! :)
I'm so Happy When i can Play it The FIRST Time in my Life the Game with multiplayer function :D
 
Sorry.. I don't mean to be rude or picky, but is there a problem with these doors/arches, as well?
By the way, I can't believe how far this has come in the relatively short amount of time since the first post of this thread. This is really great! Awesome job.

kPc1jlr.png
 
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