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Author Topic: XML: Crappy CSMA/CD Routing Tweak  (Read 4620 times)
J. M. Pescado
Fat Obstreperous Jerk
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XML: Crappy CSMA/CD Routing Tweak
« on: 2009 July 26, 14:39:07 »
THANKS THIS IS GREAT

A crappy XML tweak for the crappier pathfinding. This is just a crappy XML, so not part of AwesomeMod.


MIRROR 1: csmacd.zip
MIRROR 2: csmacd.zip

Crappy CSMA/CD Tweak for TS3
Made by: Semper Fidelis Tyrannosaurus (J. M. Pescado)

Congratulations to: Draklixa!
Death to all Nesses!

INSTRUCTIONS:
Place in TS3/Mods/Packages.

COMPATIBILITY:
Base Game. Compatible with all Awesomeware.

FEATURES:
Crappy XML tweak adjusting the crappier and incorrect implementation of CSMA/CD
that EAxis decided to emulate for pathfinding code. Whose idea was it to use an
Ethernet algorithm as a simulation of human pathfinding, anyway?!?

SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.

WARNING:
Do not open, crush, dispose of in fire, put in backwards, short-circuit, or mix
with non-awesome hacks - may explode, leak, or catch fire, resulting in injury
and/or death.

USAGE POLICY:
Meh.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
JBoat
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Re: XML: Crappy CSMA/CD Routing Tweak
« Reply #1 on: 2009 July 26, 20:48:26 »
THANKS THIS IS GREAT

Thanks for this Pes - I'm constantly annoyed at the crappy pathfinding in the game.  I think we had better algorithms back in the 70's for accomplishing the same task.

Any chance of a technical synopsis of what the tuning does?
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Rockermonkey
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Re: XML: Crappy CSMA/CD Routing Tweak
« Reply #2 on: 2009 July 27, 05:52:52 »
THANKS THIS IS GREAT

Thanks for this  Grin.



The pathfinding in this game is da' evil.  Tongue
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
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Posts: 23467



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Re: XML: Crappy CSMA/CD Routing Tweak
« Reply #3 on: 2009 July 27, 06:01:03 »
THANKS THIS IS GREAT

Any chance of a technical synopsis of what the tuning does?
I lowered all the retransmit delays. But hey, at least they didn't emulate it based on token ring. Imagine if only one sim in the neighborhood, the one currently holding the token, could move, and everyone had to wait until it was their turn with the token to move.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Luvian
Tasty Tourist

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Re: XML: Crappy CSMA/CD Routing Tweak
« Reply #4 on: 2009 July 27, 08:56:44 »
THANKS THIS IS GREAT

Any chance of a technical synopsis of what the tuning does?
I lowered all the retransmit delays. But hey, at least they didn't emulate it based on token ring. Imagine if only one sim in the neighborhood, the one currently holding the token, could move, and everyone had to wait until it was their turn with the token to move.

Sims 3: Tactics? Oh my!  Cheesy
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JBoat
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Re: XML: Crappy CSMA/CD Routing Tweak
« Reply #5 on: 2009 July 27, 09:20:00 »
THANKS THIS IS GREAT

I lowered all the retransmit delays.
I assume that this improves the aggressiveness of the pathfinding algorithm as a result.  Probably chews a bit more CPU, but not noticeable on the average PC.

Going to have a look at the remainder of the XML, since I have other issues related to sims wasting time pathing and waiting..

« Last Edit: 2009 July 27, 10:14:45 by JBoat » Logged

DMR
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I'm a middle-aged man who still enjoys games


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Re: XML: Crappy CSMA/CD Routing Tweak
« Reply #6 on: 2009 August 09, 21:46:30 »
THANKS THIS IS GREAT


Hi,

It does chew CPU but it worth it. Before that I had situations where my Sims spend 1 hour of game time at a door before going in. The School and the Trade buildings are the worse. The only problem now is that my Sims will automatically cancel an action (Dropping the queue) when it takes "too long" to find their way through (Except for going to work or to school).  Undecided
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