Awesome Story Driver Beta-Testing reports

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rufio:
To go slightly off-topic for a second, at what point does an TS2AL hood become irreparably corrupted?  I've for this here before, but have gotten results from around the NL/OFB era that say that 800 is too many sims and that nobody should ever need more than 500, and then later posts saying that Belladonna Cove comes with 900+ sims once you create all the subhoods.  Then again, my Belladonna Cove is (probably irreparably) borked, so maybe it is too many.

J. M. Pescado:
Quote from: rufio on 2009 August 09, 09:39:52

To go slightly off-topic for a second, at what point does an TS2AL hood become irreparably corrupted?
That depends on the level you have in repair skill. Assuming you have maxed repair skill, a TS2AL hood becomes irreversibly corrupt when you pass 32767 sims. Game slowdown will become apparent at around ~2000 linked sims, however.

Quote from: jordi on 2009 August 09, 09:46:27

Motoki - I guess TS3's playability limit (the point where it becomes too slow to do anything) is lower than TS2s, because all Sims exist at all moments. In TS2 only one lot per time existed.
TS3 has no "hard" playability limit, although the fact that the size of the worldmap is fixed and cannot be embiggened will result in a sort of "soft" population cap. However, most likely your computer will give out first, so the playability limit is purely dependent on your computer.

Enelen:
What I would like to know is where the "overpopulated" is for TS3. I know the hard-coded cap is waaay up, but how many families is "too much"? I always nuke the homeless, and just nuked a lot of pre-made families, too (replaced with mine, but fewer), but the original, populated hood is still going noticeably slower than the empty one. Does that mean that in the near future my town will go so slow that it will stop working properly? Granted, my computer is just so-so... still, I have 2 Gigs of RAM. I will buy a new, *high-end* one around Christmas, but not sooner.

rufio:
Quote from: J. M. Pescado on 2009 August 09, 09:51:02

Quote from: rufio on 2009 August 09, 09:39:52

To go slightly off-topic for a second, at what point does an TS2AL hood become irreparably corrupted?
That depends on the level you have in repair skill. Assuming you have maxed repair skill, a TS2AL hood becomes irreversibly corrupt when you pass 32767 sims.

What kinds of things need repairing, and what are the symptoms that they are broken (but fixable)?  Or do you just mean "knowing how to avoid VBTs"?

J. M. Pescado:
Quote from: Enelen on 2009 August 09, 09:52:26

What I would like to know is where the "overpopulated" is for TS3. I know the hard-coded cap is waaay up, but how many families is "too much"?
Without a hardcoded cap, "too much" is defined solely by your computer. Unlike TS2, TS3 will happily run endless loops and long-running code without complaint, simply halting your entire game to do it if the work proves too much, or never ends. Therefore, there is no "too much" that can be given to you as a hard number, and any "too much" can be overcome simply by throwing MOAR COMPUTAR at it. If you have a presently existing problem with "too much", it will go away when you install MOAR RAMZ, pump liquid nitrogen into the case, and overclock the hell out of it. Unlike TS2, there are no realistically reachable hardcoded mechanisms that fail purely due to instruction count. In TS2, you can't exceed some 100K iterations in a BHAV, and the game will fail if you try to do so much: Various means of bypassing this essentially space out the work over several iterational cycles, but is a hard-hit on performance and lag will result no matter how good your computer is. Furthermore, the game itself is 16-bit and therefore will overflow. TS3 uses a great deal of 64-bit storage, which means the sun will run out of hydrogen before you run out of numbers.

Quote from: rufio on 2009 August 09, 10:03:09

What kinds of things need repairing, and what are the symptoms that they are broken (but fixable)?  Or do you just mean "knowing how to avoid VBTs"?
Both. As for symptoms...I have no idea. I'd know them if I saw them, but I can't predict them in advance because I tend to avoid doing things that would trigger them.

Quote from: Eliste on 2009 August 09, 08:42:46

I liked it the way pre-beta version of awesomestory handled spawns. If there was a crib you had a message that "SimA was pollinated by SimB". If there was'n room/crib you had a message "SimA and SimB are unable to spawn at this time". Then I could go and have a look why and add a crib if I want/think it makes sence.
The previous version of AwesomeStory would just return an error, and that was the error. The current version does not return this error message because it is more advanced and forward-facing: Rather than waste an event on something that will fail to fire, it detects the condition in advance and culls that event from the possibilities list.

Quote from: Lum on 2009 August 09, 02:30:21

Since IndieMod is abandoned, why not swipe that code that allows the sims to breed regardless of cribs?
Because there is no code for such a thing. It's not that I can't force sims to spawn because of the absence of proper infrastructure, but because I don't want to. I specifically CHECK for this condition and then ABORT. If, for some sadistic reason, you want this happen regardless of cribs, several things will result:
1. The population will explode because there are no longer any constraints on reproduction.
2. Babies will be abandoned all over the floor at all times.

This, of course, brings up amusing potential for coding in penalties due to neglect and improperly stored babies being eaten by dingos, thus satisfying the requirement that I punish the behavior in 2 and prevent the behavior in 1. It will be explored at a later date. You may submit proposals for various calamities that should occur.

Quote from: Lum on 2009 August 09, 02:30:21

That's how it worked when I had it. I liked reading how so-and-so got married and had kids. Since it happened to sims I didn't care about, they hooked up all the time.

Quote from: Lum on 2009 August 09, 02:30:21

(There should be some sort of change log or description to AwesomeStory.
We have a Wikka. Use it? Add to it?

Quote from: Lum on 2009 August 09, 02:30:21

Yeah, there's the old Awesomemod manual, but that doesn't really explain the logic behind the moves.
Logic behind movement is simple: Sims consider moving whenever their present home lacks sufficient capacity for their current fambly and is not set Ancestral. They then move to an affordable appropriate house. In the event no such houses exist, they consider buying someone else's house. That fambly will then move to a different house, selling their old house to the newcomers. Otherwise, no one moves unless they are pushed by some population pressure. No more musical houses.

Quote from: Lum on 2009 August 09, 02:30:21

Like, how do we get new sims?
New sims occur from breeding, or by the Job Engine spawning new famblies to form coworkers and bosses.

Quote from: Lum on 2009 August 09, 02:30:21

Do they move away sometimes?
Never. You're born in the Vault, you die in the Vault. It is possible for sims to lose their homes and become bums, but this is not a random event, but rather, an event that is triggered as part of going bankrupt.

Quote from: Lum on 2009 August 09, 02:30:21

Like, what are the rules for the whole immigration thing? I understand that this is still being worked out, but there should be an faq eventually.)
There is presently no immigration outside of the Boss/Coworker Engine. If you don't get your sims jobs that cause other sims to spawn, and you don't introduce enough for a breeding population, your neighborhood simply remains barren and desolate until you do. We are presently entertaining proposals for how exactly this should work. Immigration for no clear reason is tricky, because it can result in your game being buried under an avalanche of sims that your computer chokes and barfs on.

Quote from: jordi on 2009 August 09, 10:12:08

Enelen: RAM is the least of your worries (it can always be swapped in the pagefile), TS3 is far more CPU dependent.
This is a not-trueity, actually. However, TS3 is an old 32-bit era program and is incapable of using more than 2 GBs of RAMs anyway. With about 4 GBs of RAM, the maximum a 32-bit machine can handle anyway, you are set because you will still have 2 GB after Windoze eats half...unless you're using Vista, which eats 75%. Then you're fucked. However, "swapping to pagefile" is a MASSIVE performance hit that will grind your game to a halt. It is bad!


Quote from: jordi on 2009 August 09, 10:12:08

TS3 runs on a Renderware engine, which is already quite CPU dependent (its origins by far predate the current powerful GPUs), and all the calculations are run of the CPU as well.
Yes, TS3 is mainly CPU-bound. In fact, the problem with TS3 is not that it performs poorly on good graphics cards, but that it does so too well and causes overheating through unnecessary thrashing.

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