[ARCHIVE] SimAntics & World Development

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There is a bug in the CAS , any name that I put in the game Yeah charges that already exists , and when I click the cancel button, the Sim that is created there!
 
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There is a bug in the CAS , any name that I put in the game Yeah charges that already exists , and when I click the cancel button, the Yes that is created there!
As of now, the online aspects are not working. You can log in and try to create characters but you can't play the game yet. Right now the focus in on getting the lots working (objects, walls, floors, animations, 2nd story, etc) . Then after that will come the online aspects like making sims, entering cities, chatting, buying properties, etc. etc.
 
@yoyo,
Actually, this stuff is already been worked on, making sims, entering cities and chatting is AFAIK something Afr0 already implemented. Well, I already chatted with Afr0 through the in-game chatting system using first public build of the game with this functionality. Anyway, you can't go to any lot through that online part and the whole simulation testing thing is offline-only at this point.

Guys, please, could we go back (and stay) on topic? It's not really a place to report stuff completely unrelated to simantics, nor world development.
 
Just saying:
@yoyo,
Actually, this stuff is already been worked on, making sims, entering cities and chatting is AFAIK something Afr0 already implemented. Well, I already chatted with Afr0 through the in-game chatting system using first public build of the game with this functionality. Anyway, you can't go to any lot through that online part and the whole simulation testing thing is offline-only at this point.

Guys, please, could we go back (and stay) on topic? It's not really a place to report stuff completely unrelated to simantics, nor world development.
The packets are already there and about 75% of them are actually used. There has been talk of adding more than two storied per household as well.
 
Found a couple of path finding bugs:

I can do this:
25c4fed67bef1309856d79b47a15203a.png

(the game does not check for objects or walls directly in front of the object action point)

and if I put benches around the bench, and then attempt to sit on said bench surrounded by benches, the game crashes with this message:
b77965649c8b850e108fb9ab1677bd90.png
 
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One aspect of doors that may not have been implemented: when an object interaction requires walking around, like repairing the bar object, the Sim will walk into the next room to conduct the magic animation. Is this normal, or should the interaction stay in one room?
 
Path finding is going to be refactored eventually to use a system more suited to the real game. As in, completely changed... Right now you can walk through certain objects so that their slots actually function at all, because we're not doing things the more accurate way yet. (using routing footprint offsets to give certain objects unusually shaped collision bounds)

...and yes, only special objects allow slot targets in other rooms (eg. doors). This isn't being considered right now.

Found a couple of path finding bugs:

I can do this:
25c4fed67bef1309856d79b47a15203a.png

(the game does not check for objects or walls directly in front of the object action point)
There's not really an "object action point", but yes the original game does some sort of raycast to detect walls between the object and potential SLOT targets (including routing to chairs) (try putting a wall in front of a tv in ts1 for example). I'll implement this when we refactor routing
and if I put benches around the bench, and then attempt to sit on said bench surrounded by benches, the game crashes with this message:
b77965649c8b850e108fb9ab1677bd90.png
Looks like a bug with attempting to route to something outside that has no path to it. Right now if the path finder attempts to go off lot it crashes, because I forgot to fix that. This should be fixed by next update because it's a little more serious.
 
I give up testing, it's not working for me lol, grr - so I will just watch for your updates on here and continue to share in the FB Group ^_^ :D
I may have to reinstall the whole thing I am not sure, in that case - I will need step by step to install up to this point :(
 
I give up testing, it's not working for me lol, grr - so I will just watch for your updates on here and continue to share in the FB Group ^_^ :D
I may have to reinstall the whole thing I am not sure, in that case - I will need step by step to install up to this point :(
What's the group called, Could I join? :)
 
upload_2015-7-20_3-22-2.png

Floor tool now working, here's a reminder of the POWER this thing gives you. There's also a hilarious amount of POWER that comes with holding shift outside, which I don't have time to fix right now. Enjoy. ;)

Build should be up shortly...

NOTE: floors now have z-buffers so can suffer a few artifacts right now. This is in prep for multiple floors.
 
Nev
I have a confession to make.

xVN9sXt.png

... and nothing happened, not even a crash.
Never mind. I had actually put in too many checks for once. :p
It was checking the player's cash reserve, and so I tried putting in a message for when the player doesn't have enough money. But it didn't work, Because I had put in a check for HouseIDs. I think I need to remove it...

Anyway, lot prices are displayed now. :)
 
Creating some dummy-proof instructions for future reference.
Please point out any missing steps or misunderstandings:

To run the game without compiling code:
  1. Download the original TSO game: http://largedownloads.ea.com/pub/misc/tso/
  2. Install TSO (note: wait for "Installing" to reach 100%, then hit "cancel" as making an EA member account is not helpful.)
  3. Head to TeamCity http://52.18.99.73/ and login as guest
  4. Download latest build by clicking on the arrow next to highest "Success!" in list after clicking on latest branch (currently build mode), then click the arrow next to "View" in the "Artifacts" column and download the zip file.
  5. Click tso.client.exe
To run the game by compiling code:
  1. Download the original TSO game: http://largedownloads.ea.com/pub/misc/tso/
  2. Download and install Visual Studio Community 2015 RC: https://www.visualstudio.com/en-us/downloads/visual-studio-2015-downloads-vs.aspx
  3. Download and install Monogame 3.4 for Visual Studio: http://www.monogame.net/2015/04/29/monogame-3-4/
  4. Clone the Github repository for PDH: https://github.com/Afr0Games/Project-Dollhouse (hit "download as ZIP", or through git commands in terminal - which can let you pull changes quickly)
  5. Open tso.client.sln
Anything that's missing?

While I appreciate that Rhys has made compilation easy, I need to remind people that accounts that have been found to connect with modified clients (any of the network code, especially) to the live servers will be banned.
 
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