Awesomemod Request Thread

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vorpal:
I think I got a little closer to finding the root of my SupremeCommander crashes http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg591280.html#msg591280 and therefore post this now in the request thread.
What I did was the following:
Machine is i7 3770 3.4 Ghz, 8GB RAM, GeForce GTX 570 with 1280 GB dedicated VRAM, Windows 7 64-bit
(1) I started a fresh game vanilla in Appaloosa Plains, chose a household of 4 and manually sent each member on a different skill mission (no SC). Sim 1 was sent to a chess table at the Salon to skill logic until the skill improves; Sim 2 was sent to a bookshelf on home lot to skill Cooking until the skill improves to then skill Handiness without further instructions, i.e. indefinitely; Sim 3 was sent to the library to skill Cooking indefinitely; Sim 4 was sent to the library to gain one point in Charisma and then skill Cooking, too. Time was 8 a.m.
I then switched to another household and made sure that this Sim did not come close to the Salon or library.
I switched back to the first household at around 5 p.m.
Only on switching back did the four Sims drop their commands. The result was: Sim 1 had 2 points in Logic; Sim 2 must have had a failure in reaching the bookshelf first but was Handiness 2; Sim 3 had Cooking 2; Sim 4 had Charisma 2 and would have continued skilling Charisma if I hadn't switched, she then immediately dropped the book though and began to skill Cooking.

(2) I tried the same with only AM and aweconfig and got the same result.

So, it seems that the game now has difficulties in updating any progress of inactive Sims, be it motives or orders. When I had tried this in a fully modded game I also had it once that when I switched to another household the skilling progress bar hadn't moved at all at first but immediately filled itself when the Sim was made active, but the Sim had gained 3 skill points despite my order to skill up only to the next level.

Now, as I said before in the Bugs thread, this is the same behaviour that I had observed when Sims were put on SupremeCommander by AwesomeStory: their motives did not update unless my active Sim was close to them and neither did they drop their skilling action, causing them to infinitely interact with the skill object (books, exercise machines, telescopes).
I tested this on two different computers, the one from above and a laptop with a Core 2 Duo 2.8 GHz, Geforce 9600M GT and 4GB RAM under Vista 64 bit, and I get the same results.

So, my request is to maybe have a look into this.

J. M. Pescado:
Creating such a thing does not require the use of a core mod nor is it within the scope of any existing AwesomeMod feature, so it is not considered to be within the scope of AwesomeMod.

Quote from: vorpal on 2012 May 26, 09:08:24

So, it seems that the game now has difficulties in updating any progress of inactive Sims, be it motives or orders. When I had tried this in a fully modded game I also had it once that when I switched to another household the skilling progress bar hadn't moved at all at first but immediately filled itself when the Sim was made active, but the Sim had gained 3 skill points despite my order to skill up only to the next level.
This is actually a side effect of the game's "low detail behavior" that has been observed in the past, but how does it actually crash?

Madame Mim:
There's an old mod at http://www.modthesims.info/download.php?t=459905 for a hospital overhaul that offers the ability to donate sperm / be inseminated.

vorpal:
Quote from: J. M. Pescado on 2012 May 26, 09:25:46

Creating such a thing does not require the use of a core mod nor is it within the scope of any existing AwesomeMod feature, so it is not considered to be within the scope of AwesomeMod.

Quote from: vorpal on 2012 May 26, 09:08:24

So, it seems that the game now has difficulties in updating any progress of inactive Sims, be it motives or orders. When I had tried this in a fully modded game I also had it once that when I switched to another household the skilling progress bar hadn't moved at all at first but immediately filled itself when the Sim was made active, but the Sim had gained 3 skill points despite my order to skill up only to the next level.
This is actually a side effect of the game's "low detail behavior" that has been observed in the past, but how does it actually crash?

Well, my assumption is that it causes the crashes because I have them only with SP on and notifications of skilling missions shortly before, i.e., there has always been at least one Sim on a skill mission when I crashed. My conclusion was that SC caused some kind of overflow because those Sims did not complete their first command, like "sleep until fully rested" in time and remained permanently asleep.
I have never seen this behaviour up until patch 1.24 when all skilling commands for inactives, either by SC or manually, had been finished in time and not beyond the scope of one skill point gained. Now I usually end up with several Sims stuck in their skilling action, and often continuing to perform their action even though the skill had already been maxed. Best example was a Sim I found in the library reading a Gardening book despite of her Gardening skill already at 10. She wouldn't drop that book even with the camera focussed on her and only quit if I made her active.
BTW, I have always thought that inactives on SC would go into hight detail mode while SC ran on them.

J. M. Pescado:
It does. But because of how things work, once the "payload" is launched, the game essentially takes over. This isn't regarded as a major problem, and honestly, I'm not sure why that would crash, since at that point nothing SC-related is running and it's just as if you had wandered off while a sim was doing something.

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