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1  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 18:18:33
In quantum theory, the Schrodinger's Cat thing is great: cat is alive and dead at the same time. Cool. It doesn't work that way in binary. It's either random, or it's not. You can't have it be selectively random--how on earth would the program possibly decide what needs to be random and what doesn't for any given player or situation? There's too much variability. You're just asking too much of a game, and of AwesomeMod. Really, I'm sorry, but you cannot have it both ways, and in binary, there is no "middle road 1" or "middle road 0".

I'm afraid that's just the way it is until we have true quantum computing.  Smiley

I don't know about that..   I think Pescado could easily convince Schrodinger's cat to cough up a hairball on command, whether it was dead or alive at the time.
2  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 17:53:00
- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

I argued with Pescado until I was blue in the face over this and I didn't get anywhere. I'm tired. Your turn. Tongue

Sometimes his insistence on realism is too much imo. I am not playing those houses so I don't care. I'd just rather not be arsed with tedious neighborhood 'crib management'. Besides, it is possible to have and raise a child completely without a crib. I know people who have.

I have to agree with you here Motoki.  When I fire up a new Sims 3 game, I play it to play one family only, from start to finish (whatever that eventual end is).  I don't jump around and touch other houses, unless I'm curious what's going on in there or want a peek at a prospective mate for a sim.

Sure you can switch around to your heart's content, but many of us play one family as our only, and can't be bothered with managing the entire neighborhood, nor do we want to.
3  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 17:35:02
I share the concerns of (most of) the previous posters. I've been playing about one sim week with Awesome Story Progression and, for now at least, Indie Stone Mod isn't going to lose its fanbase (or should I say 'fanboys').

AwesomeMod's Story Mode is purely in development and experimental status right now - hopefully most of the AM users out there realize that.  I'd call it somewhere between an Alpha and a Beta, with the possibility of screwing up a neighborhood in one fashion or another.  That doesn't mean we shouldn't use it however, just make a lot of saves and realize if it is on, you're a tester.

I believe Pescado has Story Mode right up on the top of his list, now that we have our grubby hands on it.

P.S.  Lemmy and Binky just dropped Indy Stone, so their user base *is* going to take a dive in the short term.

4  Awesomeware / AwesomeMod! / Indy Stone Mod development stops - News at 9 on: 2009 August 05, 17:22:27
Some interesting news from Lemmy & Binky regarding Indy Stone and the future of the mod.  Apparently they are handing in the towel, and offering up the mod for someone else to take over.  This was an excerpt from the mod's listing over at MTS:

Quote
Hello all!

We have a forum quoted in the download page which is where all updates on the mod are announced. We've not been able to continue development for various reasons, and are looking for another modder / mod team who would like to continue work on the mod.

Details here: http://www.modthesims.info/showthread.php?t=361706

Thanks and love to all those who have supported us, and apologies we never managed to make the patch jump, and screw you all the people who were unneccessarily rude about the lack of an update, like you were paying us or anything.

Love,

lemmy&binky

While I only used the story portion of the mod for a short time along with AM's core, I know they had a good following.  Certainly makes AwesomeMod's Story Mode version stand out a bit more, now that it is available.  It will be very interesting to see if someone else in the community has the cohones and skill to take up where they left off.
5  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 04, 08:08:21
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?
It is a good question, and a valid one.  Take the Bunch family for example:  can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house?  Especially if their work performance is scaled to a longer game via config options.  I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do.
6  Awesomeware / AwesomeMod! / Re: STOP THE INSANITY - Common sense for people w crashing & other issues post patch on: 2009 August 04, 06:39:24
This thread has my vote for:

1) Sticky-ness.
2) Adding a mod onto the forum such that you can't see any other threads until you read this one.
3) Only being able to read this one for the first ten minutes you've registered with the forum and visit.
4) An auto-emailer addition that blasts this out to new registrants once they've done so on MATY.

If I can think of any other reasons or methods to force someone to read it several times more, I'll add them in later...

7  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 04, 03:00:10
If you intend on using the new Token-Ring rabbit-hole queuing system, then the CSMA-CD package does little for you.  I originally thought it would, but based on all the testing I've done with the Routing XML file (which amounts to over 30 hours now), it has little impact on standard routing.  There are other tweaks to the same XML file that can give greater results to the same routing algorithm that sims use.
8  Awesomeware / AwesomeMod! / Re: The Wrath of Pescado? on: 2009 August 04, 01:25:54
Don't think it was anything Pes added, unless Karma counts.   Wink
9  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 04, 01:05:29
Just a note that the work I've been doing regarding sim routing/pathing has taken a turn (not a u-turn).  Smiley  I'll be sending Pes all my findings so far, since he's doing work on his own to resolve sim pathing issues and rabbit holes.  Essentially I won't be producing a separate mod with XML tweaks unless I believe that the AM values can benefit from new ones.
10  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 02, 04:36:50
I do still think that there are some issues to be ironed out with squeezing sims into and out of their rabbitholes - I think it's related to the vehicle issue since those are the times of day when all the car objects are firing up, but the solution is probably a separate one. Thanks to JBoat for looking at that.
But of course, it annoys me to see such idotic AI in this day and age when computers are so close to mimicking human intelligence.  To have such poorly planned routing algorithms is just a sin.

I believe I have the tweaks in place, the only thing stopping the code from being circulated is an infrequent and minor issue, but one that hurts in a big way when it happens.  Occasionally (once in 10-20 rabbit hole tests), I'll see a sim step onto the rabbit hole "pad" to enter, and then spontaneously forget where they were going.  They essentially lose their train of thought, and stand there clueless for however long they want, blocking other sims from getting in.  That's why I was keenly interested in this forcing code, though I think it is part of Supreme Commander and therefore won't work for sims not being controlled by it.

I think placing a sim in a Low Resolution mode while they are on their way to work/school can accomplish the same goal, since I've seen them waltz right into the school when I was in town map mode, and they had no trouble pathing past each other.  Not sure if that's something that will break animations and suspend belief or not, though I suspect it may.

As an interesting sidenote: the tweaks I've made to the routing behavior move much faster than the standard push-n-shove code that EA gave us.  During my routing tests at the School, that 13 students make it in around 9:45 or 10:00 with vanilla routing, but usually make it in between 9:00 and 9:15 with the new changes.  There is none of the typical shoving and pushing, and milling about like you'd normally see.

Provided I can fix the seeming "alzheimers" problem with some sims on their way into the rabbit hole, I'll gladly distribute what I've come up with.

11  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 01, 20:05:55
That's odd that "Read Something" can appear, because the action isn't even supposed to be available in the latest version if there are no unread books. If you have only old books, you can reread them only manually by picking the book specifically.
In my current game (as of 3 days ago), one of my Bookworm sims frequently (several times a day) visited the bookshelf with the Read Something want, stood there for 30+ minutes, and finally walked away.  When I turned off the Anti-Raymundo feature in AM, she started choosing books and reading them.

That tells me that 1) She'd already read all of it, and 2) That the Read Something still pops up even if it's all been read already.
12  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 19:48:16
I've been working with the routing algorithm and rabbit hole issues for the last 3-4 days, and may have found a solution (when combined with the latest force-to-work/school code).  The problem comes with the constant pushing and avoidance code that tries to stuff X sims into 1 rabbit hole at a time.

The last test I did (*without* the force code) had a 95% success rate in getting 13 sims into 1 hole over 20 tests, when all were delivered to the lot within the same ten sim-minutes (ten RL seconds).  I plan on doing some tests with the new force code (after I read up on it to see precisely what it does), and hopefully it will allow us to get a 100% success rate without the CPU-bashing, and within an acceptable time limit.

13  Awesomeware / AwesomeMod! / Re: Install 1.3 update or not? on: 2009 July 30, 23:15:45
JBoat... how do I remove any traces of the old AM on them ?  Maybe you could PM me w/that info if you don't want to take up space here...
If you can start the game and load a savegame, there should be no need to clean a save of any old mod or AM content.  I am fairly sure the newer AM can handle old AM content fine.  If there was a problem with the latest patch install and you had to clean a savegame of all mods and core mods, you'd have to un-patch The Sims, remove all mods/core mods, load the savegame (or try to), and then re-save.  That's what cleaning is.  Sometimes it works on modded savegames, sometimes not.

Did you run the TS3 Launcher and check to see if all of your downloads are installed?  That's where both the purchased and free (shared) stuff is.  The folder for it is in \My Documents\Electronic Arts\The Sims 3\Downloads\.  If you made a backup folder of that before uninstalling/reinstalling, you can simply move the contents back in, restart the Launcher, and re-install all of it.
14  Awesomeware / AwesomeMod! / Re: Install 1.3 update or not? on: 2009 July 30, 21:34:49
Just an FYI for those of you trying to use older versions of AM:

If you aren't willing to patch your Sims 3 copy, and instead try to use it unpatched with an older version of AwesomeMod, don't bother posting with any problems in the meantime on these forums.  Nothing Pescado hates more than bug reports and requests for help from people using outdated versions.  The latest copy of AM seems to work fine with all my savegames, both AM enabled ones and not.  Perhaps you should clean your old savegame of any AM elements first (with the new patch installed), and then install the new AM.

Or, you could try and help Pes find out where problems in AM are coming from (which is the whole point of him time-bombing copies).  AM is actually still a beta, and as such we're unofficially expected to help when we find problems by reporting bugs.
15  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 26, 22:47:54
I too have turned the DynamicAvoidance to 0.0 on my game.
I simply cut the values in half (from defaults) which is quite realistic enough, and alleviates most of the traffic jams I see in-game.
16  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 26, 18:28:12
It's in development, which tends to occur mostly in #grah, although I got sidetracked by a new discovery which allows AwesomeMod to withdraw from two previous XMLs it was using: AwesomeMod will no longer touch the traits or socializing XMLs, and thus will no longer conflict with anything that modifies them.
That's awesome news Pes (pun intended).  Very worth the time-to-sidetrack.
17  Awesomeware / AwesomeMod! / Re: How to uninstall/reinstall awesome mod? on: 2009 July 26, 18:26:05
*two thumbs up*   Grin
18  Awesomeware / AwesomeMod! / Re: How to uninstall/reinstall awesome mod? on: 2009 July 25, 18:28:16
I cant find awesome mod in my computer to delete it, most likely because I am a grandma and am suffering from dementia however if someone could maybe have a more specific path to  where it would be I would think you were wonderful ( I did try looking in program files) thank you,

  • Main Sims 3 directory:  C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin   (if you use XP, remove the (x86) part)
  • Sims 3 Packages directory:  C:\Program Files (x86)\Electronic Arts\The Sims 3\Mods\Packages
  • Sims 3 data directory:  (My Documents Folder)\Electronic Arts\The Sims 3

Cache files are any file in the data directory with "cache" in the name.  Same goes for packages directory (if you find any files with "cache" in the name, either delete them or move them elsewhere).  Packages directory holds all the mods you've installed for Sims 3.
19  Awesomeware / AwesomeMod! / Re: How to uninstall/reinstall awesome mod? on: 2009 July 25, 17:56:59
1) Delete all copies of awesome mod on your computer.  Those you downloaded, those in the packages directory..  all of em.
2) Delete all copies of your awesome config file (assuming you use one).  If you don't use one - why the hell not?!
2) Re-download and re-extract the AwesomeMod package.  Verify when you copy to Packages directory you don't get an overwrite message.
3) Clear your cache files (all four of them).
4) Go back into your Packages directory, make sure none of the cache files copied themselves into there (I've seen it happen quite a bit on my machine).  If they are there, delete them.
5) If you want for good measure, delete the contents of the WorldCaches directory (if there are any).
6) Look at the contents of your Packages directory in detail - verify you don't have another copy of the awesome mod with a variation on the name.
7) Use the online AwesomeMod tool to re-do your config.
8) Copy the new config file to your Packages directory.  Verify when you copy that you don't get an overwrite message.

If all else fails after this, shut down your computer, go get lunch (or a quickie - I prefer the quickie), and come back later to try again.
20  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 24, 05:14:36
Uncontrolled houses do not actually have mailmen that deliver bills, or actual physical bill objects created. They just simply have the requisite money deducted from their funds quietly in the background to save CPU. This feature is actually going to tie into the new Story Mode engine, where sims are motivated to take actions by their actual life situations, not because the machine arbitrarily tells them to.
Which is fine and dandy - just be sure to fix the fact that it currently leaves the mailbox flag up when it pays bills.  Smiley
21  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 24, 05:08:45
Don't the police come and toss you in jail for "loitering on school grounds", with AM installed now?
22  Awesomeware / AwesomeMod! / Re: Aging problem?? on: 2009 July 22, 23:37:22
It has been mentioned elsewhere, but I'll be nice and let you in on it - if you have Stasis on, none of your sims will age at all.  To have only the current household age, I believe you need TS2 style aging on, and Stasis off.
23  Awesomeware / AwesomeMod! / Re: Supreme Commander on: 2009 July 21, 05:07:16
I just picked one up for a client (a non-gamer), which is made by Belkin.  It ran around $25-30 if I recall, was powered by a USB cable (so you could roam with it in your lap), and had a fairly large fan.  It of course wasn't a really good one, like a gamer might need when they push their system.  I don't personally game on laptops, so it's hard for me to recommend one.  But *any* laptop base with cooling is an improvement over nothing.
24  Awesomeware / AwesomeMod! / Re: Supreme Commander on: 2009 July 21, 04:33:10
Get a high quality (i.e. expensive) laptop cradle/base with some decent fans on it to cool those laptops!  They were never meant for extended gaming in the first place, and sitting on a flat desk or in a warm room is just asking for trouble.  Smiley
25  Awesomeware / AwesomeMod! / Re: question: garden inside on: 2009 July 20, 17:52:48
One of the tricks used to create an "exposed" enclosed courtyard is to first, jack the entire house up on a foundation, then blow a hole through the foundation, so that on the ground level, it is unwalled, but the house appears visibly enclosed.
Yep, this.  Exact;y the same trick I used on the current piece of property I'm building.  Has a basement level for the manor that has both a pond and a sunken garden.  Sinking the garden a bit was necessary so that trees planted there didn't show up through the floor above.
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