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To clarify, the city server is different from the game server??? i think you should try to fix connection to it, and from there allow players to lot debug from all the houses made from the blueprints, is only a idea, if possible...
 
To clarify, the city server is different from the game server??? i think you should try to fix connection to it, and from there allow players to lot debug from all the houses made from the blueprints, is only a idea, if possible...
Why? The blueprint lots are stored locally, or Rhys wouldn't be able to test as much as he did so early on. If you really want to debug a lot, gave the players a blank slate to place and make their own as they chat. That'll put the system to the real test.
 
Why? The blueprint lots are stored locally, or Rhys wouldn't be able to test as much as he did so early on. If you really want to debug a lot, gave the players a blank slate to place and make their own as they chat. That'll put the system to the real test.

Do you mean the buy/build mode ready for testing, while the players chat in the server?
 
Yeah. What we have now is enough to test the simulator without being online, that's why you can use it without logging in.
 
Had to download the client again as well as the Patch fixer. Now when I try to open up PD, it says it has stopped working. How do I fix this? I'm running Windows 7 32 bit Home Professional.
 
When i want to use some objects like the bar, i receive a message "unknow primitive" after crashing and doing JIT-Debugger, this means "not all primitives were added to tso.simsantics.dll???
 
When i want to use some objects like the bar, i receive a message "unknow primitive" after crashing and doing JIT-Debugger, this means "not all primitives were added to tso.simsantics.dll???
You basically answered your own question dude...
Why is it an unknown primitive? Because not all primitives were added to tso.simsantics.dll.

And why is that? Well probably because it wasn't implemented yet.
 
There are a few primitives that are not implemented at all yet.
 
City server is currently down for maintenance. Once it's back up, encryption will hopefully work, and I can go back to concentrating on character selection and the messaging system.
Maintenance has taken longer than usual because I got tired and decided to finish Rhys' implementation of HIT.
That turned out to be easier said than done, but at least I've implemented SeqGroupKill, Duck and will be doing Unduck today.
 
Yeah, even I don't know what a sequence group is.

I talked with Afr0 yesterday. We determined that "sound pressure level" means attenuation per distance (or, as some kind of function of distance that's not necessarily linear). it In other words, if you move the camera farther away from the object, at what rate the object's volume fades away. Since the spl_infinite constant is 0 and spl_quiet is 0x64, "infinite" sound pressure level must mean infinite radius, and a higher value for sound pressure level means smaller radii contour lines.

For ducking, we have two theories:
  • "Duck" means set the volume of a number of sounds to 0. So in this case, the game will duck however many sounds it needs so that only X sounds are playing with nonzero volume at the same time. It ducks the lowest priority sounds first and if it needs to, it will start ducking higher priority sounds once it's run out of the lower priority sounds.
  • "Duck" means reduce the volume of all the sounds by some factor depending on their priorities. So all the sounds will still be playing, it's just that their volumes will be affected in relation to each other.
We're not sure which one is correct, yet.
 
You will notice the ducking effect when stings play in TS1. They significantly reduce the volume of other sound effects for the duration of the sound.
 
Yeah, even I don't know what a sequence group is.
The wiki says that it means to kill an actor's vocals, so I made it read the SoundID from the stack and kill the sound with that ID. Only problem is SeqGrpKill is always called with an argument of 0...
 
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