Awesomod discussion/questions/helpful tips thread

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J. M. Pescado:
Quote from: pbox on 2010 January 30, 06:05:12

Oh. Would this also affect the one-shot commander that AwesomeStory is sometimes using?
Yes. One-shot Cmdr uses the same algorithms as Supreme Commander, except that instead of continuing after performing the action, it is a one-shot deal that terminates without a continuing queue action.

Quote from: pbox on 2010 January 30, 06:05:12

Asking because my test nhood is lagging like hell, and I do use "job performance for inactives" and all that, and I don't have all of the EA rabbitholes in there (nor do I have a library, for example). The lagging is the "walk three steps - pause - walk three steps - pause - turn around - pause" etc one, not lagging at a particular time of the day. I have circa 60 playables and 40-50 NPCs in there. I also noticed that sims sometimes stay on "Skill: X" forever, with a message that no skilling items or lessons are available and many of their needs bottomed out (but that was a few Awesome builds ago, dunno wether that still is an issue. The lagging definitely is, though).
Need starvation and skill-X forever are a direct side effect of the neighborhood not having basic motive satisfaction. If you're sticking sims in houses that are unable to address motives and your entire neighborhood is gutted of basic infrastructure, the system will fall apart, as it was originally designed for a neighborhood that had basic infrastructure, so the existence of certain basic skills are assumed without detailed checking: Skills like Cooking, Logic, Mechanical, and all the other "basics" that the game assumes would be found in the form of libraries and free chessboards which were present in every game, are simply assumed without doing a grep of the entire neighborhood for them every time. If you have removed all this infrastructure, the actions will fail repeatedly because NORMAL neighborhoods should have them. We are not sure how to address this issue, as forcing an availability check for every basic item may greatly increase CPU costs anyway, causing more lag.

Simius:
Quote from: J. M. Pescado on 2010 January 30, 12:20:00

Quote from: pbox on 2010 January 30, 06:05:12

Oh. Would this also affect the one-shot commander that AwesomeStory is sometimes using?
Yes. One-shot Cmdr uses the same algorithms as Supreme Commander, except that instead of continuing after performing the action, it is a one-shot deal that terminates without a continuing queue action.

Quote from: pbox on 2010 January 30, 06:05:12

Asking because my test nhood is lagging like hell, and I do use "job performance for inactives" and all that, and I don't have all of the EA rabbitholes in there (nor do I have a library, for example). The lagging is the "walk three steps - pause - walk three steps - pause - turn around - pause" etc one, not lagging at a particular time of the day. I have circa 60 playables and 40-50 NPCs in there. I also noticed that sims sometimes stay on "Skill: X" forever, with a message that no skilling items or lessons are available and many of their needs bottomed out (but that was a few Awesome builds ago, dunno wether that still is an issue. The lagging definitely is, though).
Need starvation and skill-X forever are a direct side effect of the neighborhood not having basic motive satisfaction. If you're sticking sims in houses that are unable to address motives and your entire neighborhood is gutted of basic infrastructure, the system will fall apart, as it was originally designed for a neighborhood that had basic infrastructure, so the existence of certain basic skills are assumed without detailed checking: Skills like Cooking, Logic, Mechanical, and all the other "basics" that the game assumes would be found in the form of libraries and free chessboards which were present in every game, are simply assumed without doing a grep of the entire neighborhood for them every time. If you have removed all this infrastructure, the actions will fail repeatedly because NORMAL neighborhoods should have them. We are not sure how to address this issue, as forcing an availability check for every basic item may greatly increase CPU costs anyway, causing more lag.

Would it be possible to check once per day and just keep the info on file somewhere?  Like it would check the world for chess boards.  If none are present it adds "chess boards" to the file and then just references that file for the rest of the day instead of having to check every object in the world again.

LVRugger:
I have two children traveling with the family in Egypt. They are in the family-owned house with a computer and chessboard. Both are set to SC skill logic. They will play chess all day long until their needs are all low. They will play chess then start popping the SC icon for eat or bath but sit at the chess board. They both have fruit and veggies in their inventory, food in the fridge and a full bath (shower, not tub) available.
I am focusing on the mother who's tomb raiding and ignoring them. When I see their icons turn orange or red I'll click on them and fix them up so it's not that big of a deal.
I also have the father set on SC - fish who will sit at the river bank popping the "go to" icon over and over again and not fish.

pbox:
Quote from: J. M. Pescado on 2010 January 30, 12:20:00

Need starvation and skill-X forever are a direct side effect of the neighborhood not having basic motive satisfaction. If you're sticking sims in houses that are unable to address motives and your entire neighborhood is gutted of basic infrastructure, the system will fall apart, as it was originally designed for a neighborhood that had basic infrastructure, so the existence of certain basic skills are assumed without detailed checking: Skills like Cooking, Logic, Mechanical, and all the other "basics" that the game assumes would be found in the form of libraries and free chessboards which were present in every game, are simply assumed without doing a grep of the entire neighborhood for them every time. If you have removed all this infrastructure, the actions will fail repeatedly because NORMAL neighborhoods should have them. We are not sure how to address this issue, as forcing an availability check for every basic item may greatly increase CPU costs anyway, causing more lag.


In my nhood, I think the houses are fine (as far as basic food/pee/sleep motives go, at least), but there's indeed no public chess boards, no library, no gym and so on. I do have a bunch of sims with outdoor chessboard in their yard, though (can't SupCom-skilling sims use those? I thought I had read somewhere that stuff in the yard was considered free-for-all).

I think it would make sense if you could publish a list of what exact items/rabbitholes SupCom silently assumes to be available, and/or link to it from the AM download thread - that would be simpler and more effective than any code changes, I guess. I haven't seen this documented anywhere, and like you say, now that folks start to use more and more custom worlds I'd think it's going to be a recurrent issue.

ETA: the nhood I'm talking about is the one that I've uploaded re. the inventory destruction, if you want to have a look what's in there and what isn't. But the lagging that I see is most definitely not *entirely* due to SupCom (if at all), I was using NRaasStory for a little while and it was still laggy.

Entgleichen:
Quote from: J. M. Pescado on 2010 January 30, 03:12:11

Well, if people would tell me what twisted thing they've done to their neighborhood so I can figure out what is going into a loop and detect it...


I did nothing special to my Nhood. Its Sunset Valley, and the loop once occured in one of the three big houses south of the town park. One sim stood before the fridge, had the SC action "Eat", but obviously couldn't reach the fridge. When I cancelled the action though, and had him manually open the fridge, it worked. Just guessing: maybe he had another urgent action to fulfill (for his needs were badly low) and now couldnt decide which to do first and so switched between the two actions endlessly?

A thing I have to understand: I said before that I don't use SC for macros. So, when SC decides to use them on random sims on his own, this is a one shot action and happens on purpose? I took it for a bug. As long as I'm having issues with this feature, I would like to turn it off. Is this possible by changing some options in the config tool, and if yes, then which are they?

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