[ARCHIVE] SimAntics & World Development

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Speaking of water tiles, this would be awesome to have in the TSO! It never made it into the production release.
7O0atPs.jpg
 
I have a hunch on where the "shadow" sprites are stored, but Iffinator seems to be a little broken right now:
View attachment 195
I'll try loading them directly into the game in place of every existing floor.
See attach, that's meant to be the water tile with joins at the left, top and right sides.
 
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Monogame needs to be fixed and merged into the main branch before I can progress on the world engine, but the world engine is still my focus for future development. Other things I could work on include world networking and the messaging system, but I don't think those are as important right now.
 
What to do with the debug options, there is no sims responses...
 

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...what??

If you want to test interactions, you'll be better off building the latest master release with visual studio (or the one before my previous commit for pure object testing). That version you're using is incredibly old.
 
Is the only version i found The Ra II, becuase i cant compile the master release for minor bugs i cannot get fix... Also want to comment you that some tools are not working well like the far extractor...
 
With the messaging system, I could help with that, since I cracked the Pre-Alpha messaging system, but I still need to do the others. (Probably Impossible, since everything is synced when you're on the map view in the final version, including the avatar, it's description, and more.)
 
To be fair, the port to MonoGame has fixed a few nagging fixed issues that plagued the present XNA 3.1 build, and while the SimAntics pre-implementation is by no means finished, it's matured quite rapidly. Keep in mind, Rhys, Afr0, and the rest are all doing this in their spare time without pay.
 
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