So what's been fixed in NL

<< < (96/101) > >>

syberspunk:
Hey MaxoidTom,

I was just curious, since according to Dr. Boris' constantly updated list, the following hacks apparently are still required? with the NL EP, so I was wondering if these issues will be fixed by the patch?

handheldfix - I think it fixes the issue of handhelds causing crushes (possibly tweaks other issues such as obsession with the handheld or wants to play handheld with someone who doesn't have one)

deathfix - fixes the following:

Quote

Sims who die of old age now properly receive their tombstones and give out
their inheritances even in severely overcrowded neighborhoods with some 900
Sims living and longdead.

marriage-postmortum - fixes the following:

Quote

The marriage "spouse" line is no longer automatically disconnected after death.
The surviving partner may remarry as usual, which will correctly connect the
line to the new partner and disconnect the old one, but unless the survivor
remarries, when he dies, their marriage line will still show as connected on the
family tree, like those of the deceased Maxian families.

moveoutbugfix - fixes the following:

Quote

Eliminates overflow jump when sims move out.

If I'm not mistaken, I believe this is related to the various jump bug/too many iterations issue that a lot of the Critical Fixes are for.

noreunionmemory - fixes the following:

Quote

Family reunions no longer generate tons of blank memories.

noteleportpuddle - fixes the issue when puddles seem to "teleport" magically out of range from the creator of the puddle, which I think sometimes happens when dripping water in the bathroom or sims peeing themselves and the puddle magically ending up on the other side of walls.

And I guess the pianofix is already planned for the patch?

nocorruptdeath - fixes the following:

Quote

The formation of the corrupted death memory, as seen in gossip of the form
"jagged lines", "tombstone", "dead Sim", is now suppressed. Existing
corrupted death memory markers not affected, and will continue to spread
unless eliminated in SimPE. You can usually identify corrupted death markers,
because one will follow every directly-experienced death of visitor or family
member, and is flagged "invisible", with no event owner. It will spread to
other Sims in gossip, and all memories of this form (no event owner,
$Subject Died, Dead Sim), are corrupted "jagged line" memories. Delete these
whenever they show up in gossip, noting which sim possesses them, and which
sim received it. Find the corrupted memory in both Sims and expunge it from
anyone you can find.

noplagiarism - fixes the following:

Quote

The memory and want satisfaction are now correctly assigned even if somebody
else answers the publisher phone call. The typewriter will thus appear over
the head of the author, not merely the person who happens to pick up the phone.

There might be a couple of more that I haven't mentioned, but I think the other mods/hacks are mostly changes to gameplay. I think the ones I listed here can be considered bugs. I suppose I can go to the official website and submit them, but I'm betting on the possibility that these have already been mentioned and people probably have already reported them previously too. I was just curious if you are already aware of these and/or if these issues are already being addressed by the patch. Thanks. :)

Ste

syberspunk:
Quote from: MaxoidTom on 2005 September 17, 18:08:53

Quote from: Hairfish on 2005 September 17, 13:42:14

I just found a new bug, and since this is where I keep seeing AppreciatedMaxoid (can't hate a rescuer!), I'm posting it here!

My Sims can't get into the cemetery in Downtown! Sorry if there's more than one ~ the one I've tried is the first cemetery on the list. The car procedes normally, but when "I" arrive, the lot is in Build Mode (with red paused frame). Yet, I can't actually build anything, because no matter where I click, the dialog pops up informing me that I must have my Sim use the phone to call a taxi, or changes won't be saved. But I'm not trying to leave, and my Sim isn't even on the lot. So I exit without saving (my only option), and end up back in Downtown.

This happens whether the Sim trying to drive to the cemetery lives in the Neighborhood or Downtown. Either way, exiting puts me Downtown.

No hacks. Uni installed. My karaoke machine actually works.  ???



This only happens for the cemetary?  Hmm, very strange...  Try entering it in simless build mode, force save, and then visit it.  Or try taking an ownable car there (I think we found one problem with the taxi sometimes...).


Hey peeps, I came across this at the Inseminator website under jase's InTeenimater forums over here.

It sounded very similar and I thought I had read about this before. I'm guessing this is a similar problem. Since I haven't encountered it myself (due mostly to the fact that I have been avoiding actually playing until I get all my hacks updated :P) I thought it better to post it here rather than report it officially via the EA bug form.

Quote from: Drasca

Here's a car related bug:
Step 1) Buy a car (driveway too), don't set an owner yet.
Step 2) Get invited to go to community lot or downtown (I suspect simply telephoning for taxi would do it)
Step 3) Set Sim that's going to community lot to own car.

When your Sims become new car owners AFTER they're committed to going to a community lot / downtown, will promptly leave your home in a taxi, but not correctly load via taxi in said community lot. You'll simply waste your time in build mode on the community lot and reload. No play/action mode available. So what happens? Car ownership is flagged, but car wasn't driven. Taxi was taken, but with the car ownership being flagged, a taxi won't load once you're on the community lot. Thus, stuck in build mode and all you can do is reload. Luckily, its not a serious bug.

Harmless? Mostly. Annoying? Definitely. Easily avoidable? Most definitely.

So bewared guys, if you're going out to other lots via taxi, don't set car ownership. There's no such problem with going to work this way, as you do not leave the lot with 'car owner' flagged, but not driven to the lot.

Also ilikefishfood posted this as well:

Quote from: ilikefishfood

We found a new one!  When playing university (with NL installed) there's no pop-up warning that there's class in an hour.  The 'go to class' icon is queued, but if the YA is doing some directed action, like studying, research or skill-building they won't stop and go to class, and without that warning to the player..........well, you see the problem!

I'm playing a freshly installed game with no custom content, and removed the two mods that I was testing (inSIM and a soon-to-be released NL version of inTEEN) to see if the problem was related to them....but no dice.  The class-in an hour pop-up, did'nt well....pop-up!  It seems Maxis has removed this feature.  Has anyone else noticed this?

I don't know if they mentioned it here yet, but jase now has a fix for that here and here is his reply:

Quote from: jase439

The tutorial/game tips system fails to set the magic data bits which trigger the "Go To Class" warnings and the 5-hour Go To Final warning for Uni students.  I have filed a report with Maxis, and may release a "patch" of my own for this.  In either event, you'll have to be extra diligent in seeing your Uni students off to class.

This may only apply to new neighborhoods.

EDIT: A fix is available here:

http://www.insimenator.net/viewtopic.php?t=1742

It looks like he already officially reported this, but I hadn't seen it mentioned here yet (unless I missed it, in which case sorry for double posting), so I figured why not add it to the list. Oh yeah, and sorry about double posting anyways, but I thought it would be less cluttered to have this as a separate post from my last one, and plus these are separate issues anyways. :P

Ste

MaxoidTom:
Quote from: syberspunk on 2005 September 26, 06:32:45

Hey MaxoidTom,

I was just curious, since according to Dr. Boris' constantly updated list, the following hacks apparently are still required? with the NL EP, so I was wondering if these issues will be fixed by the patch?

handheldfix - I think it fixes the issue of handhelds causing crushes (possibly tweaks other issues such as obsession with the handheld or wants to play handheld with someone who doesn't have one)

deathfix - fixes the following:

Quote

Sims who die of old age now properly receive their tombstones and give out
their inheritances even in severely overcrowded neighborhoods with some 900
Sims living and longdead.

marriage-postmortum - fixes the following:

Quote

The marriage "spouse" line is no longer automatically disconnected after death.
The surviving partner may remarry as usual, which will correctly connect the
line to the new partner and disconnect the old one, but unless the survivor
remarries, when he dies, their marriage line will still show as connected on the
family tree, like those of the deceased Maxian families.

moveoutbugfix - fixes the following:

Quote

Eliminates overflow jump when sims move out.

If I'm not mistaken, I believe this is related to the various jump bug/too many iterations issue that a lot of the Critical Fixes are for.

noreunionmemory - fixes the following:

Quote

Family reunions no longer generate tons of blank memories.

noteleportpuddle - fixes the issue when puddles seem to "teleport" magically out of range from the creator of the puddle, which I think sometimes happens when dripping water in the bathroom or sims peeing themselves and the puddle magically ending up on the other side of walls.

And I guess the pianofix is already planned for the patch?

nocorruptdeath - fixes the following:

Quote

The formation of the corrupted death memory, as seen in gossip of the form
"jagged lines", "tombstone", "dead Sim", is now suppressed. Existing
corrupted death memory markers not affected, and will continue to spread
unless eliminated in SimPE. You can usually identify corrupted death markers,
because one will follow every directly-experienced death of visitor or family
member, and is flagged "invisible", with no event owner. It will spread to
other Sims in gossip, and all memories of this form (no event owner,
$Subject Died, Dead Sim), are corrupted "jagged line" memories. Delete these
whenever they show up in gossip, noting which sim possesses them, and which
sim received it. Find the corrupted memory in both Sims and expunge it from
anyone you can find.

noplagiarism - fixes the following:

Quote

The memory and want satisfaction are now correctly assigned even if somebody
else answers the publisher phone call. The typewriter will thus appear over
the head of the author, not merely the person who happens to pick up the phone.

There might be a couple of more that I haven't mentioned, but I think the other mods/hacks are mostly changes to gameplay. I think the ones I listed here can be considered bugs. I suppose I can go to the official website and submit them, but I'm betting on the possibility that these have already been mentioned and people probably have already reported them previously too. I was just curious if you are already aware of these and/or if these issues are already being addressed by the patch. Thanks. :)

Ste



When the patches come out, a list of issues that were resolved will be included.  I know that we've put in fixes for a few of the things on your list, but I don't know about everything.

sanmonroe:
Morning Tom.

Its 8 Am on monday, shouldn't you be eating doughnuts, drinking coffee, and filling out your new TPS coversheets to get ready for the workday?

Oh, and just a comment/question, for the NL patch 2 you mentioned in the vamp crumplebottom thread. Any way you can convince the programmers to add a function to boolprop that lets you change teh attraction value of objects with a shift click? I know its not TECHNICALLY a bug, but there are certain things sims are attracted witha  frequency that would embarass a crack addict. I keep expecting my sims to go strawberrying to get access to certain objects.

U_Dog_U:
Why would the programmers add something to a feature that we're not even supposed to be using?

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