[ARCHIVE] SimAntics & World Development

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Fixed slidy animation bug, was caused by failing to negate the x translation in animation motions.

upload_2014-4-14_15-41-13.png
(positioned correctly!)

I'm probably going to improve the animation system a little more. We could do with some 60fps interpolation, and an implementation of blend verts.
 
Those are finished! I can't really show them in video format though, as youtube limits to 30fps anyways and blend verts cause a very subtle change.
 
I don't have a 120 hz monitor so I wouldn't be able to test it anyways. The game's tickrate is 60hz as well, so I would have to move the fractional animation stuff into predraw.
 
I've been studying how walking works in TS1, and I think I've figured it out. First - the set of animations:

http://simantics.wikidot.com/wiki:walking-animations

Routing between multiple rooms is achieved by using the room map in co-ordination with sets of portals to other rooms for each room. The game does an A* path-find through these portals to find the route through the least portals (the original does not evaluate routes in the longer portal combinations!), and goes through the portals in succession. After going through all of the portals, the sim is routed to the object.

To go through a portal, the game calls that door's "portal" function, which routes the sim to the door/stairs/pool ladder, walks them through it using the special flag "ignores rooms" (2048) and then continues to the next portal or the object. If the door is in use, the sim is instructed to wait outside for a while. If the door continues to be in use, they throw a tantrum. The portal function also animates the door, checks if permissions are set on the door and plays its sounds.

If the sim discovers an object blockage a room while going through their pre-planned route of rooms, they will COMPLETELY GIVE UP, leaving the player incredibly confused as to why the sim didn't try going the other way. We can probably at least improve on this (re-evaluate route discounting previous portal choice blocked by the object).
 
There is not a primitive that controls go to routing slot??? is like same thing?
I'm Confused xD

I've been studying how walking works in TS1, and I think I've figured it out. First - the set of animations:

http://simantics.wikidot.com/wiki:walking-animations

Routing between multiple rooms is achieved by using the room map in co-ordination with sets of portals to other rooms for each room. The game does an A* path-find through these portals to find the route through the least portals (the original does not evaluate routes in the longer portal combinations!), and goes through the portals in succession. After going through all of the portals, the sim is routed to the object.

To go through a portal, the game calls that door's "portal" function, which routes the sim to the door/stairs/pool ladder, walks them through it using the special flag "ignores rooms" (2048) and then continues to the next portal or the object. If the door is in use, the sim is instructed to wait outside for a while. If the door continues to be in use, they throw a tantrum. The portal function also animates the door, checks if permissions are set on the door and plays its sounds.

If the sim discovers an object blockage a room while going through their pre-planned route of rooms, they will COMPLETELY GIVE UP, leaving the player incredibly confused as to why the sim didn't try going the other way. We can probably at least improve on this (re-evaluate route discounting previous portal choice blocked by the object).
Here too :/ o_O
 
Yes, that primitive and Goto Relative Position start the routing system up. If the object is in another room (and the "ignore room boundries" flag is not set), the sim will have to route to and through the numerous portals into its room before routing to the object.
 
Hmm, I thought a portal referred to the invisible objects where Sims and the carpool can be created and destroyed. But now, I see the "portal" function available to each door.

Does a portal more generally either create/destroy an object or move that object somewhere else on the lot? (E.g. through the other side of the door.)
 
Portals are owned by specific parts of multitile objects (eg. the Hi Pad and Low Pad parts of the stairs, and the door portal function determines what side it was called on). It looks like all single tile parts add a portal reference to the other room(s?) where its portal parts are present, ie. ones with the function defined. Since the portal object in one room is on one side and the other is on the target room, detecting the side then going through to the other seems to be what all portal objects do.

When it's moved this is most likely deleted until the object is placed again, like wall styles. In The Sims Online objects aren't moved until the move is confirmed (you see an inverted image to signify this) to avoid obvious problems, as the game never pauses.

The car portal and npc portals are called "portals" but they mean it in a different sense. They don't have portal functions.
 
I've been studying how walking works in TS1, and I think I've figured it out. First - the set of animations:

http://simantics.wikidot.com/wiki:walking-animations

Routing between multiple rooms is achieved by using the room map in co-ordination with sets of portals to other rooms for each room. The game does an A* path-find through these portals to find the route through the least portals (the original does not evaluate routes in the longer portal combinations!), and goes through the portals in succession. After going through all of the portals, the sim is routed to the object.

To go through a portal, the game calls that door's "portal" function, which routes the sim to the door/stairs/pool ladder, walks them through it using the special flag "ignores rooms" (2048) and then continues to the next portal or the object. If the door is in use, the sim is instructed to wait outside for a while. If the door continues to be in use, they throw a tantrum. The portal function also animates the door, checks if permissions are set on the door and plays its sounds.

If the sim discovers an object blockage a room while going through their pre-planned route of rooms, they will COMPLETELY GIVE UP, leaving the player incredibly confused as to why the sim didn't try going the other way. We can probably at
Portals are owned by specific parts of multitile objects (eg. the Hi Pad and Low Pad parts of the stairs, and the door portal function determines what side it was called on). It looks like all single tile parts add a portal reference to the other room(s?) where its portal parts are present, ie. ones with the function defined. Since the portal object in one room is on one side and the other is on the target room, detecting the side then going through to the other seems to be what all portal objects do.

When it's moved this is most likely deleted until the object is placed again, like wall styles. In The Sims Online objects aren't moved until the move is confirmed (you see an inverted image to signify this) to avoid obvious problems, as the game never pauses.

The car portal and npc portals are called "portals" but they mean it in a different sense. They don't have portal functions.
When does new Updates comes out?
 
The cat is controllabe??? thats is a good news... based on sims unleashed the only interaction animals you can control is go to this point...
 
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