[ARCHIVE] SimAntics & World Development

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What do you mean? All object sounds are called via a Play Sound primitive in their SimAntics code, which references an STR resource containing the HIT Event name of the sound.
 
  • What do you mean? All object sounds are called via a Play Sound primitive in their SimAntics code, which references an STR resource containing the HIT Event name of the sound.

    Yeah, I just wondered where the SimAntics code for Fire was. :)
  • Also, how do you know the names of the Sounds? :/
 
11rfayt.png

- Bed, let me go T_T
- NOPE.
 
The fire stings aren't referenced in the game AFAIK, if that's what you're looking for.
 
The fire stings aren't referenced in the game AFAIK, if that's what you're looking for.

Wait. what? I found them when me and Fatbag extracted them from TSO N&I's file which contained all the Sounds in the game?

The hex codes for them are: 08ee6474 and 08ee6475.
 
If I knew what you were trying to do, I'd probably be able to help you! If you want an event name for whatever reason (calling a sound from UI?) do a find in files on TSOClient\sounddata\ with what you think it's called.

If the filename ends in .evt or .txt, the first parameter should be the event name.

If you want to modify objects, you'll need to use the correct version of Edith for your game files (could work with EA-Land, will not work with pre-alpha).
 
If I knew what you were trying to do, I'd probably be able to help you! If you want an event name for whatever reason (calling a sound from UI?) do a find in files on TSOClient\sounddata\ with what you think it's called.

If the filename ends in .evt or .txt, the first parameter should be the event name.

If you want to modify objects, you'll need to use the correct version of Edith for your game files (could work with EA-Land, will not work with pre-alpha).

Oh, what I mean is that I was hoping to add the fire sounds and Stings, and allow Death by Fire.
I'll use IFF Pencil 2 to find out the names and sting names.
 
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*throws XNA 4.0 redistributable out the window* Deleting TSO.World.dll did the trick for the debug version. Game runs smoothly for both Debug and Release. I'm guessing now that Buy Mode is implanted, it'll eliminate the need to bake objects into the game and probably start with a bare minimum blueprint again or an empty lot.
 
Empty lots will have to be generated - The empty blueprint provided with the game is of an old format and missing the required objects.

Once buy and build are fully implemented AND I add some method to save the VM state locally you will start with an empty lot. The VM still probably isn't stable enough to consider implementing the serializer yet though...
 
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Haha! I moved the window as it was loading and it made a funny graphical glitch. Nothing major though. :p
By the way, love the new update.:D
 
Tested it work in interesting way, i can add some objects on the floor, that does not suppose to be possible, XD, but the weird part is i can even use that object, then what is the definition of surface, and object height flag??
 

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It tends to crash when you try to use it though. I think we simply need to wait for Rhys to implement some more of that buy mode code.
 
Most of those flags limit object placement, which means you can't place these things on the floor in the first place. They're not being considered at the moment.
 
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