Raeven
Well-Known Member
(Heads up: There is no download in this post. It is just conversation for now.
Edit: A zip is now available for local testing purposes.
"Local" means your own game only.
"Testing" means The bar is far from being finished and should not be used on a treasured lot unless you have a current backup.)
I got the downtown bars working TS1 style; TSO's functions (stocking, selling drinks for a profit, etc) can't really be finished up until after the dialog boxes can be edited giving decent feedback to the management but I am currently exploring how that is done in the food counters so I can add it in as well.
I have not uploaded the files, though, because I have two concerns:
1) The bars are missing several required files. These are easily provided but I'm not clear on what can be included legally. (so I'm hoping for feedback on this point)
The missing files are the NPC bar staff, the drinks controller, and the drinks objects themselves. Iffs only - all animations and props are included in the TSO download.
Are altered versions of these files allowed? If so HOW altered? I've used the original maxis GUIDs. Should I use my clones instead?
Some obvious alterations are the fact that none of the NPCs can't wear the same clothing as in TS1, the drinks controller has had a lot of TS1 to TSO changes, I made little changes to the barmaid and bartender's idles, and I merged the NPCs into less iffs (instead of 6 DTS & Rave bartender files there is one iff with all 6 guys, etc)
BUT I am using an extracted, unaltered drinks.iff at this time. I know that is a no-no, but nothing NEEDED to be changed (functionally). I do have a few "custom drinks" done up already from our TS1 bars. The reason I didn't use that file is because along with the recolored sprites one needs matching recolored props. I have those done up as well, but can't convert them to TSO. If someone else can swing that, would such a conversion be enough of a change to count (legally)?
2) The drinks controller might not clean itself up well. (further testing required)
The bars were originally created for downtown lots. This lot type is never saved during live mode so there was no reason for them to be too considered with drinks controllers piling up, I guess. When they updated the drinks controller to include the vacation island beach bar they don't seem to have thought about the drinks controllers deleting themselves (perhaps Vacation Island's lot controller takes care of that sort of thing).
I added a line in to tell the controller to delete itself after 5 sim-hours of disuse, but I'm not in a position to test it to my satisfaction.
Frankly, the drinks controller is a bit of a mess anyway. The original one coordinates a sim and his date, which has no use in TSO. In fact, the means of identifying a date ("my auto-follow") translate into identifying which hat you've got on ("my hat id"). So I disabled all of that, but didn't clean any of the "interactions" BHAVs out. I thought they might be useful for TSO use later. I imagine the rest of what the drinks controller does could be handled by the bar and the drinks themselves, but, again thinking of future TSO use, keeping the drinks controller could allow the game to track info about individual sims. One obvious example being checking to see if the Sims it drunk and making it behave accordingly. But I can't be sure whether the fun factor of such things would outweigh the impact controllers might have on a busy lot.
Edit: A zip is now available for local testing purposes.
"Local" means your own game only.
"Testing" means The bar is far from being finished and should not be used on a treasured lot unless you have a current backup.)
I got the downtown bars working TS1 style; TSO's functions (stocking, selling drinks for a profit, etc) can't really be finished up until after the dialog boxes can be edited giving decent feedback to the management but I am currently exploring how that is done in the food counters so I can add it in as well.
1) The bars are missing several required files. These are easily provided but I'm not clear on what can be included legally. (so I'm hoping for feedback on this point)
The missing files are the NPC bar staff, the drinks controller, and the drinks objects themselves. Iffs only - all animations and props are included in the TSO download.
Are altered versions of these files allowed? If so HOW altered? I've used the original maxis GUIDs. Should I use my clones instead?
Some obvious alterations are the fact that none of the NPCs can't wear the same clothing as in TS1, the drinks controller has had a lot of TS1 to TSO changes, I made little changes to the barmaid and bartender's idles, and I merged the NPCs into less iffs (instead of 6 DTS & Rave bartender files there is one iff with all 6 guys, etc)
BUT I am using an extracted, unaltered drinks.iff at this time. I know that is a no-no, but nothing NEEDED to be changed (functionally). I do have a few "custom drinks" done up already from our TS1 bars. The reason I didn't use that file is because along with the recolored sprites one needs matching recolored props. I have those done up as well, but can't convert them to TSO. If someone else can swing that, would such a conversion be enough of a change to count (legally)?
2) The drinks controller might not clean itself up well. (further testing required)
The bars were originally created for downtown lots. This lot type is never saved during live mode so there was no reason for them to be too considered with drinks controllers piling up, I guess. When they updated the drinks controller to include the vacation island beach bar they don't seem to have thought about the drinks controllers deleting themselves (perhaps Vacation Island's lot controller takes care of that sort of thing).
I added a line in to tell the controller to delete itself after 5 sim-hours of disuse, but I'm not in a position to test it to my satisfaction.
Frankly, the drinks controller is a bit of a mess anyway. The original one coordinates a sim and his date, which has no use in TSO. In fact, the means of identifying a date ("my auto-follow") translate into identifying which hat you've got on ("my hat id"). So I disabled all of that, but didn't clean any of the "interactions" BHAVs out. I thought they might be useful for TSO use later. I imagine the rest of what the drinks controller does could be handled by the bar and the drinks themselves, but, again thinking of future TSO use, keeping the drinks controller could allow the game to track info about individual sims. One obvious example being checking to see if the Sims it drunk and making it behave accordingly. But I can't be sure whether the fun factor of such things would outweigh the impact controllers might have on a busy lot.
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