Crash on resized lots at 7PM -- any ideas?
dizzy:
Quote from: pbox on 2007 November 04, 05:52:47
dizzy,
overlapping lots is already possible (by sticking two lots next to each other and expanding one of them) -- but the flickering is unbearable in-game. Unfortunately.
(Not sure if you know what I mean -- it's the same kind of flickering that occurs when you put e.g. a fence and a hedge next to each other and look at the lot impostor when moving the camera, or when you moveobject two meshes into one that almost match but not quite .. or when walls and halfwalls meet, etc.)
So, skybox and non-skybox blends in a funky way depending on the camera angle? I don't know because I haven't tried this, but maybe there's a way you could reduce the flickering.
Inge:
Quote from: dizzy on 2007 November 04, 03:53:45
In my opinion, it would be far better if we could determine a way to overlap lots rather than put walls right up to the edge (given the flakiness of build mode).
That's how I used to make row houses. The graphics look horrible like that though, and it's hard to stop the sims using what is meant to be their neighbours' land.
Quote
So, skybox and non-skybox blends in a funky way depending on the camera angle? I don't know because I haven't tried this, but maybe there's a way you could reduce the flickering.
No, it's the graphical fighting of the lot imposter mesh next-door with the lot terrain and objects of the current lot.
ladykat:
Quote from: Zazazu on 2007 November 03, 17:22:43
All this focus on roofs being on the edge being the issue feels wrong. The only lot of mine I've gotten to crash consistently is my 1x1 brownstone, unreleased. It doesn't have a roof in the traditional sense. I never used the roofing tool. It's a multi-level floored surface.
If anyone wants to test it, here's the link: http://www.4shared.com/file/28206022/94ab3616/Corner_A.html (requires all EP)
I crashed it the first time, the next 5 times it was fine through a save and a day/night toggle.
kat
nil:
baratron,
Also, may make a back-up copy of the neighbourhood,package file @ the \Neighborhoods\ folder. You'll need that if anything goes wrong.
Quote from: dizzy on 2007 November 04, 03:53:45
In my opinion, it would be far better if we could determine a way to overlap lots rather than put walls right up to the edge (given the flakiness of build mode).
There're already a couple of fallback alternative ways to accomplish this pretty stably in some early testings. What really matters is if the most "ideal" and "easiest" way to work (for users) can be made. "flickering" caused by graphical competition between the lot terrain and the imposter terrain can be fixed with null floor tiles on the extra lot terrain pretty well while sims can be blocked by invisible fences.
Quote from: Doc Doofus on 2007 November 04, 07:40:35
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I also tried to remove the parts of the foundation and walls on the edges for another test. Unfortunately, you can't do that because it's impossible to remove foundation at the edge.
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May delete them by ctrl-drag from the inner lot regions. And if in your cases it fails, mod the wall.txt for the foundation to be deletable by the wall tool. The tile can then be deleted by staircase with the moveobject on cheat. Please attach a pic if the above suggestions didn't work in your cases.
Quote from: Doc Doofus on 2007 November 04, 07:40:35
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What I think might be a better testing situation with fewer variables would be a lot that has no custom items on it, no foundation, no driveway, fewer advanced tricks. I can make a lot like that for myself, but the lots I build ALWAYS work for me. This new test lot would have to be made by somebody who can make one that crashes. I would gladly test such a lot, if I knew it crashed under the usual circumstances.
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This is also actively in testings, too.
Quote from: Doc Doofus on 2007 November 04, 07:40:35
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Well, I assume he is right, and that there's a register being blown somewhere with uninitialized data. However, I think we all guessed that there had to be some reason EA took those precious two-extra squares away from us, and that they weren't just trying to dicks. It would seem very likely just on the face of it that there may be an important problem associated with using those squares that EA never bothered to code for because it couldn't happen without a third party tool like LE.
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Yeah, the reason is that EA messed it up in the first place and "didn't have the time" to fix it because of an "efficient" and a "pragmatic" scheme and a whole bunch of rushing alpha-buyers.
pbox:
Quote from: Doc Doofus on 2007 November 04, 08:52:43
Have you had reports of any corruption?
I have no evidence that it happens, no. But, more importantly, I have no evidence that it does *not* happen -- and until I do, I'll have to assume that it's a possibility, in the light of what dizzy said yesterday. I'm not in a position to draw my own conclusions here.
Quote from: Inge on 2007 November 04, 09:57:01
No, it's the graphical fighting of the lot imposter mesh next-door with the lot terrain and objects of the current lot.
Exactly, thanks Inge. Words were failing me yesterday =).
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