[ARCHIVE] SimAntics & World Development

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Bed object now mostly works. Sleep + Make bed routing slots are now correct, covers correctly cover sim on right hand side (not left?)

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Bed still uses a weird two-interaction setup with special priorities, which I'm not correctly dealing with right now. There's still a routing slot bug with getting out of the bed, which needs investigation.
 
I bet Bob really needed that.
Bed still uses a weird two-interaction setup with special priorities, which I'm not correctly dealing with right now. There's still a routing slot bug with getting out of the bed, which needs investigation.
Huh, the port of the bunk beds in TSO to TS1 also have two-interactions setup.
 
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If I understand correctly, you're implementing this by trying out different, generic objects, seeing what breaks and trying to fix the implementation based on whatever you know about SimAntics VM, Edith data and TS1 behaviour, right? This way, getting stuff work properly with, for example, beds, improves overall state of this port and makes other objects work/fail less in the end. So basically, all you need is implement a couple of generic objects and test the rest of them to make sure your assumptions are correct.

I wonder, if you could code kind of an automated test suite for your Simantics implementation.
 
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Completely correct, the idea is that once we get most objects working (by working on tweaking the primitives they use to work accurately) the rest should follow suit. Eventually objects will just work without needing to fix much, as the TV did when I watched it, changed the channels, broke it then got electrocuted. Slots almost work correctly - I noticed that all of my changes usually had a positive effect on other objects (eg. the cannon anniversary item works because of the bed fix, toilet and sink also fixed) which is a positive sign that I'm on the right track.

When it seems that the most objects work, I'll implement buy mode so that you can spawn in any object to test. Things should get pretty interesting then!

EDIT: An automated test system would be conpletely possible, but some of the boundry conditions (especially for slots) would be hard to define.
 
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First sim killed in Project Dollhouse:
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He's facing the wrong way and the mesh isn't switching to the skeleton - but it played all the sounds and stuff, including the death sting, electric shock, etc. Game crashes soon after due to not implementing the dialog primitives.

Admittedly, I didn't expect it to happen. :oops:

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Do electrocution is a global routine, the simulation allow it for run them all??

An automated test system would be conpletely possible, but some of the boundry conditions (especially for slots) would be hard to define.

Are you talking convert the simualtion into a program like edith??
 
Electrocution is probably a global or semi-global tree, I can't check right now.

Tests as in a regression test suite which returns pass or fail depending on the results of running certain interactions on certain objects. Could be useful for making sure no problems reappear - but would be time consuming to set up.
 
Just placed a hot tub and it just worked!
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It broke (ingame broke!) after 2 uses though, but I was able to repair it without getting electrocuted and dying:
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Well, I say "was able to", but he's still repairing it as we speak. This is probably meant to take a long time for game balance reasons...

Either way, there's something weird with the repair state variable that I'm missing right now - it seems like there's a special behaviour for reads and writes to it. As things stand right now, (just accept the value written, read that value out) objects either start broken, are in a Schrödinger's broken state like the TV where the graphic draws broken but the TV is still usable, or break very quickly.
 
Personally, I always felt repair took forever period in Sims games without speeding things up.

If im wrong take the number of mechanical skill base...

Yes, will be difficult to create that suit, but with some debug tools, the game itself can do it, did not??
 
If im wrong take the number of mechanical skill base...
Correct. The higher mech skill, the faster it goes and less chance of dying. It's the time it takes to reach that reach level plus the amount of objects that may need repair during the course of reaching max that makes it feel like eternity.

In the case of Sims Online: New & Improved, all skill points were increased to a max of 20pts and constantly degrading, unless that skill was locked. How that effected performance in repair speed at lower levels is beyond me, though, since everyone I remember meeting, at that time, was already maxed and I didn't want to deal with being a ghost.
 
Not sure if this will come in handy for gameplay later on or not but I saved a complete detailed version log of The Sims Online and EA-Land from newest to oldest. For example:
Dogs will whine and cats will howl when they are unhappy. The sadder they are, the longer and louder they will complain to you. They can wake you up with their sad cries, so it's best to take good care of your furry friends. If your pet tries to come to you to complain, and you reject its cries, it will quiet down...but your relationship may suffer.
For New & Improved, see version 1.570.14.0. For downloadable version, see 1.1097.1.0. Last versions of The Sims Online are 2.1537.0.0/2.138.0.0 while EA-Land begins at 2.1607.3.0. And the very first public patch was 1.172.2.0 to Test Center.
 
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Sorry for the offtop, but how much Test Center 3 was ahead of regular game anyway? (EA-Land) I was playing there. :D
 
Sorry for the offtop, but how much Test Center 3 was ahead of regular game anyway? (EA-Land) I was playing there. :D
Test center 3 had custom content chairs, decorations and tables. That was about it at the time...
 
Test center 3 had custom content chairs, decorations and tables. That was about it at the time...
And why there was two Test-Center 3 ? What was the difference ?
And also, why EA-Land had two versions (2.1667.5.0 and 3.1667.5.0) ? Were they different ?
 

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I believe one of them started the 32-bit DX9 version of the client, and the other started the normal one.
 
I was wondering why this archway wasn't working, and I actually debugged it step by step. I found out that I'm an idiot, and that the reason I couldn't enter the door is because there was a huge fountain blocking it. :| It double checks both sides to make sure they're clear.
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