TwoJeffs Has Left the OTHER Building

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Alex:
Didn't they change it again with Unleashed (and SS and MM for that matter) as well? But you're right, they didn't keep changing it. Even better, they only ever released 3 patches...  :o

Inge:
Well and the emphasis really was that each time there was an EP, it merely increased the resources available to the hacker, without losing compatibility with work already completed.   So although new work often required the EP it was created within, old work would go right on working.

eevilcat:
I think it's fair to say that there has been a change in attitude with game publishers over recent years to 'design less in advance, release now and patch later'. DVD media is cheap so reworking old chunks of content isn't an issue as it doesn't take up valuable space on EP releases. Likewise, they assume that most people have access to a broadband connection to download patches, if not at home then at work, college or a library. While I appreciate you can't design a whole game + 7 EPs in advance down to code level you can at least create a system that better supports forward compatibility. Sometimes it seems that each EP is created in isolation then shoe-horned into the rest of the game.

J. M. Pescado:
Quote from: Inge on 2008 April 01, 11:08:42

Well and the emphasis really was that each time there was an EP, it merely increased the resources available to the hacker, without losing compatibility with work already completed.   So although new work often required the EP it was created within, old work would go right on working.
This sounds like crazy talk to me. How would you cover the case where a new expansion expands on the functionality of an existing object? Wouldn't this necessarily create a conflicting version? I fail to see how TS1 would be different in this regard: You'd be overriding an underlying resource that changed, yes? And besides, TS1 didn't even *HAVE* hacking until about 3 or 4 expansions in. Otherwise I wouldn't have gotten bored with it and quit entirely by the second expansion. All I remember is a number of prominent murder-disappearances of people who did create early SimPE-like things.

Inge:
The only time a new EP altered existing objects was with Unleashed, where toilets were updated so pets could drink from them.  All other EPs only added new stuff.  And there was certainly no rewriting of existing globals!

What I meant by new resources I was thinking of for instance when with MM there was the ability to make a visitor selectable.  I was then able to make a hack that made visitors controllable.   And when they mended the "Set to next" primitive it became much more useful and reliable.   But if I used it in a particular way after the fix that relied on its new state, I had to say "don't use this hack unless you have at least X EP" or their game would have crashed.   Although I could if I wanted to update my old hacks to take advantage of new features, I didn't have to, and they would go right on working like they used to.

With Sims2, hacks are often neither backward nor forward compatible.

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