[ARCHIVE] SimAntics & World Development

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@RHY3756547 could you please add the mouse shortcuts to the simantics like scrolling around the lot with the right mouse button, Edge scrolling is a little difficult for me because of resolution
Yeah it's been annoying me too.
Great progress, the image speed is increased, or thats original game speed??
This is the result of holding shift while holding the wallpaper tool (wall preview), so yes it's original game speed.
 
SimAntics is really stable right now, atleast for me. I just made a house and furnished it, (except for wallpaper and floors.) Game hasn't crashed yet! Awesome work Rhys.
 
New build is out, featuring the wallpapering tool. All shortcuts are working fine here (shift to fill the room, ctrl to remove wallpaper), so it's easy to apply wallpaper to any wall shape. Most of the Wallpapers don't have BMP icons, so to check what they are you'll have to select them and hover over a wall.
wall%20styles.png

Next up is fixing those icons and floors. I went a bit overkill on the example above, and we don't even have floors yet! Try not to sink too much time into your lots, since there's no saving yet. ;)
 
You can't turn it off yet, I totally forgot about that. I'll just change it right now.

EDIT: done! new new build should be up shortly.
Also I found a few bugs you may not be aware about. Just a couple of wall papers that when placed onto a wall, make the wall invisible.
upload_2015-7-18_0-7-37.png
Also sleeping is still kind of unstable. Bob started getting into bed on the wrong side, then the game crashed.
upload_2015-7-18_0-10-25.png
 
View attachment 690

LOL please keep this in the game! XD
Whoops - forgot a few wall style checks in the painting code. Can't really leave something like this unchecked... You can also place wall items on fences too, which I should probably get around to fixing.

Also I found a few bugs you may not be aware about. Just a couple of wall papers that when placed onto a wall, make the wall invisible.
View attachment 688
Also sleeping is still kind of unstable. Bob started getting into bed on the wrong side, then the game crashed.
View attachment 689

I'm aware of the first. I'm not sure if they're just invalid walls or if I'm pinging the wrong place when I'm getting the wall graphic.
 
Rhys said:
Forgot to mention, you can also now use right click to scroll. Much easier and faster, though there are no graphics drawing for it yet.
Also there keyboard arrows should be able to allow scrolling.

Rhys said:
Next up is fixing those icons and floors. I went a bit overkill on the example above, and we don't even have floors yet! Try not to sink too much time into your lots, since there's no saving yet

Ey Rhys, thats a good point, you saying there is no online saving or blueprint exporting?? If you want i can try work on exporting today...
 
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I mean any of those, but the official implementation will use a custom format which includes all VM state.
 
So the memory situation is getting a little bad. As you may have noticed, the game loads 200MB of content on load, and most of this is wall data:
upload_2015-7-18_18-8-57.png
(floor data is like, 20?)
The wall and floor data is a bit special right now in that we actually load all of it, and as you can see from the patterns list, there are a lot of them. This is actually our biggest memory sink right now, hands down.

So how do we fix this? The walls and floors are loaded both from two global iff files and a collection of iff files inside a far archive. The problem is loading these iff files without loading the entire far archive, which is something the objects already do with FAR1Provider, but hasn't yet been ported to the walls. This is because we don't store any packing slips storing information on where what wall lies, so we can't really point from a "wall id" to a far archive and .wll filename. The million dollar question is, do we generate more packing slips for walls and floors, and get them (with catalog strings, icon) when needed? Or generate it at runtime? I'll probably go with the packing slip solution, which means seeing what Mr. Shipper actually does.

As for removing unused walls/object resources from the cache, we'll probably do some form of garbage collection every minute or so that gets all resources present on the lot, and purges those that aren't from the cache entirely (using Texture2D.Dispose where it is applicable, a lack of this is crashing the game on my system) so that we get a relatively low memory footprint. It can never be as low as the original game, because we're doing a lot of hardware rendering so we can't render SPR2 directly, want to keep all of an object loaded for performance reasons, etc. I'm pretty sure that I can get it to around 300MB hard maximum though.

I'll probably start work on all this after I've rewritten floor components to be more friendly to purely visual changes, and written the floor tool. There will be many actual performance improvements for rendering everything too, but these will likely come later.
 
The latest distribution won't let me start tso.client i keep getting this error message.
Why isn't packingslips/downloads.xml in my directory? I installed distributables #23 #24 and #25 in order. Do i have to download it somewhere else?
 

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