[ARCHIVE] SimAntics & World Development

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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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Great detective work there RHYS. :D Only joking though... I didn't notice either. Lol.
 
Some more routing mysteries:
  • global::Route failure feedback is to be called (when enabled) on failure of routing primitives, with parameter 1 containing the fail code and parameter 2 containing any blocked object.
  • Routing "footprint extension" seems to be used in the sit functions to "avoid poking through walls in front and on sides", as mentioned in ::sit core. The snap primitive can use this somehow. Example values are 0, 6, 96, 24576. Whatever it does, it's probably best we find out and get it working to avoid bugs.
  • Chair uses route entry flags to determine entry direction, seems to be re-relativized to the object.
  • I think our definition of SLOTFlags.Absolute is wrong - it's firing in places it definitely shouldn't.
  • Snap returns a value in primitive result id if it fails, seems to be id of object responsible.
 
Routing now deals with getting up from sitting, which was hilariously easy to deal with. (push the stand function like we do portals for doors) You can now sit on as many chairs as you like - if you're into testing every chair in the restaurant before you pick your favourite.

Next up is routing to chairs on demand (eg. the tv object, meals), which will be a lot more difficult to handle. Also fixing the routing slots of chairs, that might need some work too (bad directions, bad eject position, enters from inside table sometimes??). :I
 
Here's a screenshot of the tiles the search directions are hitting for the 4 tvs (represented by lots of fish tanks):

upload_2015-1-30_20-49-56.png
 
Chair routing now logically works correctly (as in, they will be considered in routes such as the televisions, and exited from correctly), apart from the direction.
upload_2015-1-30_21-26-18.png
upload_2015-1-30_21-25-18.png
 
You told me we couldn't make the switch because Monogame doesn't support VS2k13? :|

Incidentally, I love how things just seem to come together right now!
I just managed to wire up the character Table to a new house Table in the DB which I was really struggling with before for some reason. Assuming that didn't fuck up existing entries further (in which case I'm going to have to consider nuking all accounts and characters), sending lot data to clients should be easy. This is because the city server already sends player information when entering a session. :D
Then again, maybe I should spend a few more days mulling this over. Rhys' HouseTileData struct currently has no value (price) information (could that be stored as a flag??)
There's probably other information I'm missing too, but then again, maybe not...
 
How do you have drawn those yellow squares, SLOTS???

. Assuming that didn't fuck up existing entries further (in which case I'm going to have to consider nuking all accounts and characters), sending lot data to clients should be easy.

Youre talking about netowrking with lot data?? that means allow players to connect into lot and see each other???
 
Ok, of course that's an offtop but anyway.

@aidancheddar,
These errors appear because it doesn't know how to interpret XNA version bits in xml files (I suppose). Removing them (which probably is a serious mistake) makes me able to actually load the projects, which is nice, but build still fails because it can't find MGEffectProcessor and of course I get shitload of "Metadata file not found" kind of errors. With my awful lack of experience with VS and MonoGame, can't really help with that, I have no idea what's causing it and how to fix this.

Rhys,
Awesome progress. I assume the very same routing code can be useful for other actions like eating etc.?

@Afr0,
With house DB players will be able to buy lots and enter them soon, right? With Simatics progressing in the current rate, it sounds like if the project was really close to "playable" state (basic simulation, players wandering around some predefined, testing actions on some objecs, chatting and not much else).
 
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@aidancheddar,
These errors appear because it doesn't know how to interpret XNA version bits in xml files (I suppose). Removing them (which probably is a serious mistake) makes me able to actually load the projects, which is nice, but build still fails because it can't find MGEffectProcessor and of course I get shitload of "Metadata file not found" kind of errors. With my awful lack of experience with VS and MonoGame, can't really help with that, I have no idea what's causing it and how to fix this.
I'm aware of it's function. I just didn't know how it effected the MonoGame port.
 
You told me we couldn't make the switch because Monogame doesn't support VS2k13? :|
These are two separate problems. I have been lead to believe that MonoGame 3.2 won't work on VS2013, but this is a separate issue from content projects. MonoGame 3.3 works on VS2013, but right now the game crashes periodically under MonoGame 3.2.


How do you have drawn those yellow squares, SLOTS???
The yellow squares are currently placed for debug reasons in the places that the slot parser finds as valid. They're the same yellow squares that are used by buy mode - except they're placed as real objects here (they're virtual objects in tso, aka not actually in the world)

Rhys,
Awesome progress. I assume the very same routing code can be useful for other actions like eating etc.?

I'm hoping that's the case - since the tv sofa/chair logic works perfectly right now. After I fix up the seat routing (entry will be easy, exit will require more research) I'll try making the sim eat some meals.
 
These are two separate problems. I have been lead to believe that MonoGame 3.2 won't work on VS2013, but this is a separate issue from content projects. MonoGame 3.3 works on VS2013, but right now the game crashes periodically under MonoGame 3.2.
3.3 does work in VS2013.
 
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Yes, that is precisely what I said, almost word for word. Reread the post. Though in the last sentence, I meant that the game crashes under 3.3.
 
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