Awesome. No love for 120hz doe...Those are finished! I can't really show them in video format though, as youtube limits to 30fps anyways and blend verts cause a very subtle change.
I didn't notice that 30bit color existi thought that only 16 bit and 32bit existWhat about 30-bit color? (I kid.)
I'm Confused xDThere is not a primitive that controls go to routing slot??? is like same thing?
Here too :/I've been studying how walking works in TS1, and I think I've figured it out. First - the set of animations:
http://simantics.wikidot.com/wiki:walking-animations
Routing between multiple rooms is achieved by using the room map in co-ordination with sets of portals to other rooms for each room. The game does an A* path-find through these portals to find the route through the least portals (the original does not evaluate routes in the longer portal combinations!), and goes through the portals in succession. After going through all of the portals, the sim is routed to the object.
To go through a portal, the game calls that door's "portal" function, which routes the sim to the door/stairs/pool ladder, walks them through it using the special flag "ignores rooms" (2048) and then continues to the next portal or the object. If the door is in use, the sim is instructed to wait outside for a while. If the door continues to be in use, they throw a tantrum. The portal function also animates the door, checks if permissions are set on the door and plays its sounds.
If the sim discovers an object blockage a room while going through their pre-planned route of rooms, they will COMPLETELY GIVE UP, leaving the player incredibly confused as to why the sim didn't try going the other way. We can probably at least improve on this (re-evaluate route discounting previous portal choice blocked by the object).
I've been studying how walking works in TS1, and I think I've figured it out. First - the set of animations:
http://simantics.wikidot.com/wiki:walking-animations
Routing between multiple rooms is achieved by using the room map in co-ordination with sets of portals to other rooms for each room. The game does an A* path-find through these portals to find the route through the least portals (the original does not evaluate routes in the longer portal combinations!), and goes through the portals in succession. After going through all of the portals, the sim is routed to the object.
To go through a portal, the game calls that door's "portal" function, which routes the sim to the door/stairs/pool ladder, walks them through it using the special flag "ignores rooms" (2048) and then continues to the next portal or the object. If the door is in use, the sim is instructed to wait outside for a while. If the door continues to be in use, they throw a tantrum. The portal function also animates the door, checks if permissions are set on the door and plays its sounds.
If the sim discovers an object blockage a room while going through their pre-planned route of rooms, they will COMPLETELY GIVE UP, leaving the player incredibly confused as to why the sim didn't try going the other way. We can probably at
When does new Updates comes out?Portals are owned by specific parts of multitile objects (eg. the Hi Pad and Low Pad parts of the stairs, and the door portal function determines what side it was called on). It looks like all single tile parts add a portal reference to the other room(s?) where its portal parts are present, ie. ones with the function defined. Since the portal object in one room is on one side and the other is on the target room, detecting the side then going through to the other seems to be what all portal objects do.
When it's moved this is most likely deleted until the object is placed again, like wall styles. In The Sims Online objects aren't moved until the move is confirmed (you see an inverted image to signify this) to avoid obvious problems, as the game never pauses.
The car portal and npc portals are called "portals" but they mean it in a different sense. They don't have portal functions.
Ok sorryAt least let me start work on it first, jeez...