[ARCHIVE] SimAntics & World Development

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This Game is old, i think it runs on every PC today
I mean our current grass solution, which literally involve rendering like, 4915200 grass blades? It will be optimised in future but it's not a priority right now.

@LetsRaceBwoi change this line:

TerrainComponent.cs - line 71:
Code:
 var numGrass = 1200*quads*quads;

to that.
 
but what about the grass in the normal The Sims game, every pc is able to run that so whats the difference with the grass in Project Dollhouse?
 
Got sidetracked a little, and we're now drawing dialogs:
upload_2015-7-10_20-30-56.pngupload_2015-7-10_20-31-18.png
upload_2015-7-10_20-31-53.png
upload_2015-7-10_20-32-34.png
(harsh 0 pet limit there)

Currently does not support feedback, just displaying the text + title with the icon. You may notice that this is considerably different to how the original game renders dialogs... The reason for switching is simply because this looks much better. Here's the old game:
upload_2015-7-10_20-35-24.png
If any problems come up that need this old layout, it'll be pretty easy to switch to it anyway. I'm just adapting UIAlert for these purposes.
 
Good work with the dialogs, maybe a more semi transparent color will be nice..
Rhys said:
All that's left is safe deleting of objects, then I can start build mode.
Objects movement while have other on top, like tables are not working as good as needed

Rhys said:
I mean our current grass solution, which literally involve rendering like, 4915200 grass blades? It will be optimised in future but it's not a priority right now.
Based from sims 1, the grass tile is only rendered if there is no floor tile at that x,y coordinate, maybe, if you consider that, the code can be improved to avoid overdraw tiles that currerntly are not used by grass, and contains floors (that can be half lot size or less)
 
Got sidetracked a little, and we're now drawing dialogs:
View attachment 596View attachment 597
View attachment 598
View attachment 599
(harsh 0 pet limit there)

Currently does not support feedback, just displaying the text + title with the icon. You may notice that this is considerably different to how the original game renders dialogs... The reason for switching is simply because this looks much better. Here's the old game:
View attachment 600
If any problems come up that need this old layout, it'll be pretty easy to switch to it anyway. I'm just adapting UIAlert for these purposes.
Was this all because of that "Cannon Fun" video I posted?
 
Got sidetracked a little, and we're now drawing dialogs:
View attachment 596View attachment 597
View attachment 598
View attachment 599
(harsh 0 pet limit there)

Currently does not support feedback, just displaying the text + title with the icon. You may notice that this is considerably different to how the original game renders dialogs... The reason for switching is simply because this looks much better. Here's the old game:
View attachment 600
If any problems come up that need this old layout, it'll be pretty easy to switch to it anyway. I'm just adapting UIAlert for these purposes.
I never did like old dialogs.
 
Fixed the harsh 0 pet limit with a patch to how constants work. I'm no longer getting any constants not found, so I'm going to leave an exception in there for when they are found so that we can catch the outliers. This fixes the pet carrier object, so the dog no longer has to be hard coded onto the lot for it to appear - just buy a carrier and select "Release Pet". Looks like the pets that come out of the carrier are a lot more active, however, and the dogs seem to crash the game by interacting with each other. I'll investigate a little more soon.

50f88781c63ce693abea59ff06e189a7.gif
 
Here's the latest build with the querypanel, object descriptions and such. Please test a lot of objects again, because I changed how tuning constants work and it might break/fix a few things:

https://dl.dropboxusercontent.com/u/12239448/Release.rar
(from now on i'll start naming these separately I swear)

Moving tables with things on them is still broken unfortunately. That's next on the list. But now you can delete things with the delete key!

As per usual, changes are available here:
https://github.com/Afr0Games/Project-Dollhouse/commits/buy-mode-initial


---

Known bug alert: Leaving buy mode and re-entering will probably cause a crash or weird behaviour or something.
 
2015-07-10 22_08_32-The Sims Online.png
  • Bug: hanging lights still defy the laws of gravity.
  • Crash: deleting first table on the road followed by the second one
  • Crash: clicking on the Whacketball Target buy mode icon
 
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Last time I tried teleporting, I lost my Sim somewhere between time and space, so that's kind of a progress I guess. :D

Rhys: that was a really good decision, since the original ones look like if someone forgot to change them since pre-alpha. These ones are much better. Gonna test this build later. :D
 
I take it this is a good turning point to reinstall and re-update my game and hopefully without login crash's/update freezing this time?
 
I take it this is a good turning point to reinstall and re-update my game and hopefully without login crash's/update freezing this time?
You shouldn't get any but if you do then yes, since #TigrisTime is arriving/has arrived (I'm not sure if Tigris is released yet).
 
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