Sandcastle fix?
dizzy:
Is it the same way for Beach_Sunbathe? Or will that even need a fix?
skandelouslala:
Interesting, I'll have to grab this fix b/c I have a home beach lot with 3 kids and they have practically filled the thing up with sand castles when I am not paying attention. In fact I need a damn no autonomous building of sand castles hack :P
Zazazu:
Quote from: twojeffs on 2007 September 17, 23:37:44
After sandcastles 'expire' either 12 hours after being created or 2 hours after being destroyed the objects are sent 'off-world' but not deleted. This is not a huge issue on community lots where they are not saved, but on owned lots eventually sims will no longer be able to use the beach and will start complaining about routing issues. For any lot with a beach (that you can save) this is a critical bug.
The supposedly complex implementation simply forces all of the object's parts to follow the lead tile, which is where EAxis blew it.
Well then. I've just been unusually lucky. I've had a public beach on a residential lot...level 8 biz right now, usually under a good review...they don't build too awfully many sandcastles (maybe four on the lot at a time) but you'd think that at approximately 30 days of play I'd still have an unusable beach.
Hot tubs and a radio are great distractors from sandcastle building. I usually have two townies doing the hibbity or chatting in the hot tub, five or six doing the smustle by the radio, and a few unwinding with some tai chi led by one of my playables. It's my other playables who sift for stuff and build castles...plus the odd townie.
J. M. Pescado:
Quote from: twojeffs on 2007 September 17, 23:37:44
The supposedly complex implementation simply forces all of the object's parts to follow the lead tile, which is where EAxis blew it.
Wouldn't the entire object disintegrate anyway when its lead-tile was removed? I notice you have complicated added bits checking everywhere if it is the lead tile. Why not just leave the entire function to the lead-tile and just have the non-lead-tiles idle-loop until the lead tile explodes on its own? I'll probably investigate this bug seperately when I run into it to see why such a complex implementation is deemed necessary. Why do "off-world" sandcastles affect the beach or routing issues? Object Instance depletion, or something else? I'll add a disintegrator option to the Debugger for these Lost Sandcastles.
J. M. Pescado:
Testing updates: No Sandcastle Fix.
I created nearly a dozen sandcastles, and then ordered my sims to destroy them all. After time elapsed, all the destroyed castles faded away. I forced an error. No lost sandcastles were on the lot.
I created more sandcastles, and this time, simply left them to decay. It took much LONGER for them to vanish, but again, force-error, check item list, no sandcastles. I am not able to reproduce this bug under the test conditions given, nor can I see any obvious apparent flaw in the original code: Under normal conditions, if any tile of a multitile object is destroyed, the entire object is destroyed. I therefore cannot see any reason why the sandcastles do not properly self-destruct, nor any reason why they would teleport themselves offlot. At present, I can see no evidence pointing to the existence of this particular bug as described. Do you have an error log in which you have, in fact, seen lost offworld sandcastles?
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