Crash on resized lots at 7PM -- any ideas?
Inge:
Quote from: nil on 2007 November 09, 14:16:10
Yet, to get the "ideal" type of row-house, we're still looking forwards to any solution to the shrinking method.
As far as I am concerned the feature is completed and working, in my game :) It hasn't yet crashed for me, and frankly I don't mind if it does, I will just load the game up again. I might move the family out of that particular house if I can't play it :)
Mootilda:
Quote from: nil on 2007 November 09, 14:16:10
The 14x20 lot I made has 1x1 presentation in the neighbourhood view, so you can see how the rowhouse illusion can be approached.
Since there'll be no after-build or after-play lot shrinking, it's assumed to be as safe as the mini plain lots. After all, manual resizing relies on the game engine to do the rests to fix the arrays by itself, so we assume the game engine can presently fix better than adding or trimming arrays.
This is an interesting area for study, as an alternative to the current LotExpander shrinking feature. However, I don't believe that we can consider this to be safe, just because these lots aren't shrunk. I'd need more evidence that the game is able to properly handle lots with mismatched sizes.
nil:
Lol, the walls at the edges are all working fine with me personally just like Inge's experiences.
Most roofs are working well in my base game as well except the one in question.
I guess people can just build their walls, foundations, half-walls and roofs (those can't built on the whole last grid row at the edges) before lot shrinking and build the rests (including windows, doors, garages, etc...) after the lot shrinking. That should be a safer approach than trimming a fully built lot. Crossing walls, roofs, halfwalls on both the trimmed and the reserved is still regarded as a no-no unless it's for experiments.
lol, 14x20 and 64x64 lots are working well in my experiments and so I personally think they're safe... :D in my game copies, settings, and usages.
Sorry, there was a defect in that 14x20 copy but now fixed. please re-download that one for testing.
Please note that currently, any new 2D array added may use 41 instead of 57, and now I'm considering to make the 2D arrays values to follow the next 10x scheme for foreseeable additions.
After all, I'll test them further... :D I shan't test them in EP4 or SP... Those I shan't buy and personally don't want them unless someone give them to me as gifts so then I may have a copy of them.
the greenhouse fence may just well support that the last 2nd lining may not be as significant to be limitted to built on. After all, there might have been fixes on this since EP5. remember, EP 5 is actually a big-fix patch to improve and enhance the game interface and that's what Maxis should head on. Maxis needn't create beautiful meshes or texturing, modders know what they like best and do their arts. Maxis needs make the object bases to facilitate modders' creations or arts and improve and enhance the game interface. I guess I said this over and over. And seemingly, Maxis has picked this up by chance or what.
PS. the sauna room is an interesting object to study for walls.
All in all, I personally still want the row houses by means of shrinking the lots.
Mootilda:
Quote from: nil on 2007 November 10, 04:42:27
lol, 14x20 and 64x64 lots are working well in my experiments and so I personally think they're safe... :D in my game copies, settings, and usages.
Just tried playing your 14x20 lot. Crashed within a minute or so of starting to play. Tried again, crashed again. It really doesn't like adding maxis-made terrain paints.
nil:
Mootilda,,
Sorry for a defect in that copy. My mistake...
I've updated the post for the download, and I'm now pretty sure the lot texture also affects the terrain painting.
Please re-download it for further testing... :)
eek, I can't replicate what I did now...
The shadowing doesn't go the way it was...
Now, I doubt myself too about these lots ...
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