[ARCHIVE] SimAntics & World Development

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Based on the image are you using person globas to recreate pets??? is very fun, i have tested it in sims 1 and i get pets acting like sims...
 
Rhys: Afr0 showed me your issue. Both your renderer and the Niotso renderer have the issue with the legs with a2o-soc-death-possess-sima.anim. It's not an issue with quaternion interpolation, since yours is using slerp and mine is using n-lerp, and we both get the exact same rendering glitch. I thought that it could be that we're handling the blend vertices correctly.

But we noticed that a2o-soc-death-possess-sima.anim (and probably all the other animations as well) changed slightly all throughout the file between Pre-Alpha and Play Test, where the Play Test version was unchanged into New & Improved. (bsdiff produces a 35.7kB difference from Play Test; bps after compression 55.3kB; xdelta 73.0kB.) The Pre-Alpha version renders without any glitches. Additionally, if you replace a2o-standing-loop.anim in Pre-Alpha with the Play Test version of a2o-soc-death-possess-sima.anim, it renders with the leg glitches there too. (If I can enable the simulator in Play Test in NoNetwork mode, I can probably confirm that the animation is glitched in Play Test as well.)

So I believe a programmer or an artist decided to run an optimizer on all the animations (I looked at a few and they had different sha256 sums), and verified on several of them that it didn't break or reduce the quality of the animations. And then waaaaaay later, somebody noticed "hey guys, this animation is broken", but nobody had the original animation anymore and they either didn't want to fix it (e.g. maybe their only option was to remake the whole animation from scratch and they didn't want to), or didn't know how to anymore (e.g. all the artists were gone).
 
I just checked the sizes of both possess animations and they are exactly the same size... I'm not sure what the point of the change was since it does literally nothing good, though I'm thinking they may have bounded the quaternions somehow and it has went horribly wrong...

There's always the possibility of the float format somehow changing slightly (unlikely since it's a standard, but i wouldn't be surprised...), so it'll still be worth testing play test if possible.
 
I have a lot of exams next month, so things will be moving a lot slower until June. Slots are coming along though - with a few rotation issues (on top of the bull specifically, but sleeping in bed and on top of toilet are working fine)
 
Yeah, I imagine I'm going to be quite busy in the next month as well.
However, encryption is now completely integrated into Gonzonet (GonzoNet? I can never decide which spelling looks better), and during the holidays I also had time to add cryptographically secure random number generation (GUIDs aren't secure, apparently)
All that remains now is to actually implement ECDH into the client. This should be simple in principle, but I have to account for things like version checking and trying to make sure that old clients are automatically booted off (because the login protocol will be drastically changed).
In total, I'm probably going to introduce a few new bugs, but at least the new login scheme will be safe, and I already squashed a couple of bug while working on it.
 
You can make a Protocol version and increase it each time you change something about packets. If client's protocol is < than server's then kick. That's how most MP mods work (sa-mp, iv-mp, ets2mp, m2-mp, jc2-mp)
 
We'll need to do strict versioning on the SimAntics VM too, since the smallest change will cause constant desyncs between server/client. Also, heads up Afr0, right after routing is in we will be able to implement the VM serialization and interaction packets (Server --> Client update packets and individual Client --> Server requests). Might be a better idea to leave this until a lot more is working though. (build/buy, client only cursor objects and destination objects (go here))
 
Like I said, I won't be able to do much until June (where I am completely free!) though the things already committed to the repo, like the Walls, Multitile Objects, HIT VM, ambient sounds and other things should be included the next time Afr0 pushes out a client update, which should be when ECDH is in the client (i take it).

I can't commit my recent work on npcs, routing, animation and social interactions because I forgot to commit it when I could! Now it's stuck with the buggy routing code, which currently drastically limits object use possibilities by causing certain doors to fail to work both ways (portal function has weird uses of Set To Next, now officially my least favorite primitive) and crashing the game by trying to display a dialog about how you "can't go through this door!!" even though nobody set any permissions on it... So you'll be stuck with the stuff from the last video. :p
 
I have a hunch on where the "shadow" sprites are stored, but Iffinator seems to be a little broken right now:
upload_2014-4-25_16-38-30.png
I'll try loading them directly into the game in place of every existing floor.
 
iffnator is Afr0's iff reading tool. I was using it because iff pencil cannot display spr or spr2.

I'm not really working on anything right now as I have exams starting next week, I was just mesisng around.
 
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