[ARCHIVE] SimAntics & World Development

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Is it actually possible to add the pipette feature from the Sims 2 to copy objects, floors or walls by just clicking on the item you want to copy? I am asking because then it would be easier to copy objects, since else you would have to check every item until you found the one you wanted to copy in the build mode.
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I was thinking about this, and yes it is entirely possible with the system we have set up right now. The problem is that we need a system for custom UI graphics, which will take a while to set up and will probably only come after we've implemented everything else that's crucial.

It's funny how you can shift+lpm the floor on the fifth level xD
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I wonder if you could do something like a "MOMI HQ Corporate Job Lot" with 1st floor as a cool lobby with fountains and stuff, maybe a reception kinda thing next to that "lift room", 2-4 - cubicles, cubicles, cubicles and 5 - observation/relaxation lounge with conference rooms and awesome view.
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I tried, but I found a cool way to crash the game as well - place the lift on the fifth floor by mistake. :D

Would a corporate job lot be that fun to work on? I was thinking of setting up a community lot system with interesting lots about the place, for example a town hall or park, probably showing off some interesting objects (custom, rare) and architecture for new users specifically to try out before they earn their own cool stuff.
Thank you!! That helped my issue in getting in to testing :D
I found another bug, which I am sure you're aware of LOL
Looks like the main bugs with routing slots tend to be with the facing direction, and it always appears to be Snap that does it incorrectly. Maybe I'm missing some core functionality here, specifically whether or not Snap to a position with "Facing Object" set means facing object from the initial or destination position. (the latter is what we're doing right now).

There's also a special primitive "look towards" which has a mode "turn body to face" which activates the routing engine for a simple body turn that is not yet implemented, mostly because I kind of missed it when implementing everything else. I think this one is why the pool table doesn't work, and maybe sim interactions.
 
The Sim still renders when on the next floor... This shouldn't happen. I can't upload a screenshot at the moment since the image uploading is absolutely crap on this forum... :/
 
There's a filesize limit most likely. Just crop it in paint in future, but I already know this happens anyways.
 
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Fixed interacting with other sims, you should now even be able to pick them up in buy mode. (when i release a build of course) Most of these seem to work, but not much is available because they're meant to be unlockable (I think I can force these out using cheats). Talk To is still broken, leaving one sim taking over the entire conversation for whatever reason and not letting the other get in a word...
 
Fixed interacting with other sims, you should now even be able to pick them up in buy mode. (when i release a build of course) Most of these seem to work, but not much is available because they're meant to be unlockable (I think I can force these out using cheats). Talk To is still broken, leaving one sim taking over the entire conversation for whatever reason and not letting the other get in a word...
That happens countless times in real life. I never let anyone speak :D
 
Thank you!! That helped my issue in getting in to testing :D
I found another bug, which I am sure you're aware of LOL
Looks like this one wasn't an oversight, but instead a glaring bug with the Goto Relative Position primitive providing hilariously incorrect facing directions for certain objects. This fixes stairs, this job object, the dollhouse object and a few other things.
 
Would a corporate job lot be that fun to work on? I was thinking of setting up a community lot system with interesting lots about the place, for example a town hall or park, probably showing off some interesting objects (custom, rare) and architecture for new users specifically to try out before they earn their own cool stuff.
It ain't even fun to work on in real life. :D Been there for a month, it was awful.
 
It's not PD, but I managed to hilariously destroy TS1's roof rendering by setting up this arrangement of floor tiles:
ts1roof.png

Looks like they divide each tile into 4 so that they can have overhang at edges but no overhang onto floor tiles/walls on the roof. Anyways, I was only ingame to check out how the support physics worked, and I think I've figured it out. Will be implementing it as soon as I can find the "buildable air" floor tile.

It ain't even fun to work on in real life. :D Been there for a month, it was awful.
See what I mean? Doesn't translate too well to a game... Then again "robot factory" is a stretch too.
 
On the other hand, MOMI HQ would probably be interesting thing to build anyway. But since you're already thinking about creating community lot kind of thing, that might be possible.

Btw. few posts back in this thread, you wrote about people being able to donate to get more floors etc. because of the server load. And what if user could choose have more floors but smaller lot and the other way around?

Nice bug btw. :D
 
Rhys said:
Remember that you can break a lot of rules right now! You can do things that are not physically possible in the normal game... such as place objects, walls and floors in mid air, supported by nothing. Here's some proof:
This should be possible for online gaming or just for lot testing, becuase this can made some objects like fences and columns (archs) useless and no point to have them...
Rhys said:
Fixed interacting with other sims, you should now even be able to pick them up in buy mode. (when i release a build of course) Most of these seem to work, but not much is available because they're meant to be unlockable
This is what you was talking to me, that person does not was able to considerer for actions, now fixed??
 
This should be possible for online gaming or just for lot testing, becuase this can made some objects like fences and columns (archs) useless and no point to have them...

This is what you was talking to me, that person does not was able to considerer for actions, now fixed??
Yes. Specifically because you asked! (and not because i totally meant to do it at some point but forgot)

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Support physics now works, just need to add rules for the wall and floor tools and the build mode will be "stable". Remember that you can still break these rules like you can in the original game by placing support structures, building on top of them and then removing them, if you really want to. I wouldn't ever take that out, because that's part of the fun. ;) This support stuff is mostly just for ease of use, so you can see the floating tiles.

EDIT: oops, just noticed the rules are not the same for our implementation, and that it's a bit more lenient to what counts as "supported"... might keep it like this? i dunno.
 
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@RHY3756547 Aside from the pipette too, Could you also try and incorporate the sledgehammer tool from the Sims 2, I found it quite annoying needing to delete things object by object and wall by wall etc... in The Sims 1
 
@RHY3756547 Aside from the pipette too, Could you also try and incorporate the sledgehammer tool from the Sims 2, I found it quite annoying needing to delete things object by object and wall by wall etc... in The Sims 1
I believe that you could ctrl click to remove things in TSO, as is evident by the hint in the doors' description. (though you may have been able to do it for all objects)
 
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It will be difficult adding hittests for walls (objects are easy, they have ids, but there are thousands of walls), so that is probably a while off.
 
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