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TS2: Burnination => The Podium => Topic started by: Lerf on 2005 September 13, 18:34:23



Title: So what's been fixed in NL
Post by: Lerf on 2005 September 13, 18:34:23
I tried posting this on MTS2 but it got deleted....

So, does anyone know what bugs have been patched in NL?
Hated Maxoid --- nudge nudge.

TA



Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 18:47:01
I tried posting this on MTS2 but it got deleted....

So, does anyone know what bugs have been patched in NL?
Hated Maxoid --- nudge nudge.

TA



Let me know which ones you are concerned about and I'll do some digging.  Otherwise, it may be a bit tough for me to wade through all the changes to see what exactly has been fixed.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 13, 18:55:44
missing icons from multi gen families, greek amnesia, npcs and townies amnesia when brought into play, death tombstone and inheritence bug, baby lecture, stuck bills, repoed diploma, some party bugs...just a few off the top of my head.


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 13, 18:58:25
LOL, I wouldn't know where to start listing them all.  Some are obviously more important than others, but how about all the ones there are fixes for on this site?!  A lot of the time it's the little things that cause the main problems, such as stuck kicky-bags and cellphones.  I had a dorm that was practically unplayable and why?  There were about 149 stuck cellphones!!!  It was actually TwoJeffs who discovered this when looking at one of my error logs and he made an immediate fix for it - took him well under 24 hours.  Yet after 6 months there is no fix from Maxis?  The same with JM and the Greek amnesia problem, to name but one.  And if it wasn't for JM's townie/NPC amnesia fix (which I asked for in the first place), I would still be painstakingly copying out endless memories and having to replace each one individually with SimPE.  It's things like this that make the game so frustrating that we wonder why we are playing it.  

I for one could do with the extra money from a bit of the old beta-testing ... any offers???


Title: Re: So what's been fixed in NL
Post by: Kestran on 2005 September 13, 19:03:42
Actually I want to know if the missing job icon thing has been fixed. The one related to the remote car. I really like the little thing but it was responsible for me loosing my favorite hood (it wouldn't work properly after I re-installed) and I haven't touched the car since but I really would like to sometime in the future.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 13, 19:06:09
I have a big problem with children that arrive home from school at the same time as their parents.  They get the queue to hug a parent which causes them to ignore getting out their homework and instead they "jump" off the bus.  Some children end up in the the garden, others warp to the kitchen.  Pescado's hugging hack currently fixes this.

Also have the handhelds been fixed so that they no longer cause crushes?


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 13, 19:19:44
my major ones are the death bug and the final exam bug.


Title: Re: So what's been fixed in NL
Post by: Twain on 2005 September 13, 19:31:40
my major ones are the death bug and the final exam bug.

as is mine
I feel the major problem with the game lies with "over crowded" neighborhoods.
It does not lend itself to long term gameplay.


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 13, 19:40:45
Like others have already said, the overcrowding bugs are my biggest concern - tombstone/inheritance, not being able to move out, not attending final exams, etc. Not far behind that is the corrupted portal/NPC slowdown issue and saving while a Sim is using a cell phone.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 13, 19:51:00
I would also like to know if the ability to move a sim from one neighborhood to another has been fixed. That seems to be a fiery ball from outer space game stopping issue when its done. (maybe not immediately, but it does fubar and usually at the most inconvenient time)


Title: Re: So what's been fixed in NL
Post by: cabelle on 2005 September 13, 20:05:50
Like others have already said, the overcrowding bugs are my biggest concern - tombstone/inheritance, not being able to move out, not attending final exams, etc. Not far behind that is the corrupted portal/NPC slowdown issue and saving while a Sim is using a cell phone.

Same here, by far my biggest issues were with the overcrowding bugs- Dead elders showing up in the loading screen and causing all sorts of problems, college graduates who wouldn't go home, final exam screw ups and so on. A couple of other annoyances for me were stuck kicky bags that became invisible (making it impossible to delete the kicky bag), spam of blank "family reunion" memories when anyone had a party and invited family members, Greek house amnesia, and guests who would drop dead from starvation while playing with the rabbit head with a toddler.

I'd love to know what has been done to hopefully rectify these issues.  :)


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 20:09:45
missing icons from multi gen families, greek amnesia, npcs and townies amnesia when brought into play, death tombstone and inheritence bug, baby lecture, stuck bills, repoed diploma, some party bugs...just a few off the top of my head.

missing icons for multi-gen families - not aware of any problem, perhaps you could elaborate
greek amnesia - Nightlife and Uni patch
stuck bills - Nightlife patch and Uni patch
death tombstone and inheritence bug - i think this is a big neighborhood problem.  we increased the max iterations limit in Nightlife, but I'm not immediately aware of anything specific
repo'd diploma - Nightlife patch and Unii patch
baby lecture - please explain?
party bugs - elaborate?


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 20:11:02
LOL, I wouldn't know where to start listing them all.  Some are obviously more important than others, but how about all the ones there are fixes for on this site?!  A lot of the time it's the little things that cause the main problems, such as stuck kicky-bags and cellphones.  I had a dorm that was practically unplayable and why?  There were about 149 stuck cellphones!!!  It was actually TwoJeffs who discovered this when looking at one of my error logs and he made an immediate fix for it - took him well under 24 hours.  Yet after 6 months there is no fix from Maxis?  The same with JM and the Greek amnesia problem, to name but one.  And if it wasn't for JM's townie/NPC amnesia fix (which I asked for in the first place), I would still be painstakingly copying out endless memories and having to replace each one individually with SimPE.  It's things like this that make the game so frustrating that we wonder why we are playing it.  

I for one could do with the extra money from a bit of the old beta-testing ... any offers???

I think we fixed the kicky-bag, but I'm not 100%.  As for stuck cellphones, I haven't heard anything about this.  Perhaps you could send an error log.

I'm sorry you are having problems.  We're working on it.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 20:11:55
Actually I want to know if the missing job icon thing has been fixed. The one related to the remote car. I really like the little thing but it was responsible for me loosing my favorite hood (it wouldn't work properly after I re-installed) and I haven't touched the car since but I really would like to sometime in the future.

This has been fixed in the Uni patch and Nightlife patch.  It is related to the RC car being in-use on save/reload.  It should be ok if you are not using it, but I'd stay away from it until the patch(es) are out.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 20:12:22
my major ones are the death bug and the final exam bug.

I believe the final exam bug is fixed, but I'm not sure what death bug you are talking about.  Can you elaborate?


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 20:15:26
I would also like to know if the ability to move a sim from one neighborhood to another has been fixed. That seems to be a fiery ball from outer space game stopping issue when its done. (maybe not immediately, but it does fubar and usually at the most inconvenient time)

Ability to move a sim from one neighborhood to the next?  Via the lot catalog?  What problems are you encountering?


Title: Re: So what's been fixed in NL
Post by: MsMaria on 2005 September 13, 20:17:15
Has anyone seen this thread?Looks like Nightlife is having a few bugs already (http://bbs.thesims2.ea.com/community/bbs/messages.php?&openItemID=item.81,item.41,item.23&threadID=8706fc4afd716e833219a4d2ad39efce&directoryID=81&startRow=1)


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 13, 20:18:01
It is impossible for sims to fulfil the graduate 3 sims from College want.  I've tried having the parent on the lot just prior to graduation and have also had them turn up for the graduation party but it doesn't help.  However I am not aware of a fix.  Here's a link to describe the situation (http://www.moreawesomethanyou.com/smf/index.php?topic=43.0).

Ability to move a sim from one neighborhood to the next? Via the lot catalog? What problems are you encountering?

I do not have a problem as such however I do not like the extra character files that are included during the move.  As the sims are no longer friendly with townies, can their memories be wiped to stop the need for the useless character files taking up unnecessary space in the characters folder?


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 13, 20:19:25
Quote
I believe the final exam bug is fixed, but I'm not sure what death bug you are talking about.  Can you elaborate?

I believe that's referring to the no inheritance/tombstone bug.


Title: Re: So what's been fixed in NL
Post by: cabelle on 2005 September 13, 20:31:24
party bugs - elaborate?

The one party bug I can think of off the top of my head is what I'd mentioned above-the spam of blank "family reunion" memories. In my personal experience I had an elder couple invite three grown children, two nieces, a brother and some friends to their anniversary party. Each of the adult children and the two nieces had 30 blank family reunion memories. Strangest thing I'd ever seen.

And I'm pretty sure gynarchy's right about the reference to the death bug. The elder dies, there's no inheritance/tombstone, the elder remains in the loading screen for the lot. The lot is screwed up in that you can't move anyone out, births crash if you've reached the 8 person max (including the not so dead sim), sims still call on the phone for the "dead" sim. I could be forgetting a few details, once it hit me I used the elaborate "workaround" to get the sim dead for good and then downloaded Pescado's fix.

BTW, thanks for letting us know everything you've been able to find. I really appreciate it.  :)


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 13, 20:36:54
baby lecture refers to a sim canceling orders to change diaper to lecture baby for soiling diaper. Dropping tired babies is another issue, as well as birthday problems for babies to toddlers. Often the baby is unable to age properly to toddler and results in many ques to help with birthday, putting the baby down and it getting stuck, the baby getting stuck in the air or what have you.

As for moving sims from one neighborhood to another via lotbinning the house they live in to put them in a different neighborhood, this issue is that the sim(s) bring memories/copies of sims i.e. everyone they ever met from the previous neighborhood to the new one so you will have duplicates. There are scores of threads on this issue. It ends up crashing the game eventually.


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 13, 20:38:18
The not being able to go to final exams and not being able to move home I think also go along with the death bug (I'm sure there are others as well), although I had the final exam bug happen with a CAS Sim in a brand new neighborhood.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 20:45:46
It is impossible for sims to fulfil the graduate 3 sims from College want.  I've tried having the parent on the lot just prior to graduation and have also had them turn up for the graduation party but it doesn't help.  However I am not aware of a fix.  Here's a link to describe the situation (http://www.moreawesomethanyou.com/smf/index.php?topic=43.0).

Ability to move a sim from one neighborhood to the next? Via the lot catalog? What problems are you encountering?

I do not have a problem as such however I do not like the extra character files that are included during the move.  As the sims are no longer friendly with townies, can their memories be wiped to stop the need for the useless character files taking up unnecessary space in the characters folder?

I'm having someone look at the College want (it may have been fixed, but investigating).

As for the moving sims from one unrelated neighborhood to another, that's the way it was designed to keep the family tree intact, memories, etc.  Sorry.  The character files should be smaller, but I understand that they count towards the overall neighbor count--this has been fixed in the Uni patch as well as Nightlife.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 13, 20:46:29
Pescado I for one would really appreciate it since you have fixed and are witness to issues with TS2 and Uni if you would join this thread and document what you personally found to be known issues.

It seems to me it might be more advantageous if one (almighty) person who has dealt with and created mods for them, came up with a list here, in a manner which a fellow design person can understand. (you know, that computer speak stuff about trees and x085 etc...)


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 13, 20:46:57
Tom: The missing icon bug is caused by the objects.package from the University CD (not the one from the TS2 CD) getting corrupted somehow. Copying that file from the CD compressed.zip file on the CD to Program Files\EA GAMES\The Sims 2 University\TSData\Res\Objects does fix the problem. I don't know if that file is supposed to be modified ever or not, but I noticed when it gets corrupted it does have a later modified date and different file size than the one on the CD.

Some people have connected this bug to the remote controlled car and I think the objects.package file references it so I suppose it's possible. Basically the symptoms are that your icons dissappear and end up blank without pictures and when the sims come home their promotions don't get registered and they don't seem to get their pay either. There's been a lot of discussion about it on MTS2, some here, and I would imagine on the BBS. Some people, like myself, have had this bug numerous times, others never have so it seems to be related to how people play the game, like perhaps some people use the remote controlled car and others don't.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 20:52:29
Tom: The missing icon bug is caused by the objects.package from the University CD (not the one from the TS2 CD) getting corrupted somehow. Copying that file from the CD compressed.zip file on the CD to Program Files\EA GAMES\The Sims 2 University\TSData\Res\Objects does fix the problem. I don't know if that file is supposed to be modified ever or not, but I noticed when it gets corrupted it does have a later modified date and different file size than the one on the CD.

Some people have connected this bug to the remote controlled car and I think the objects.package file references it so I suppose it's possible. Basically the symptoms are that your icons dissappear and end up blank without pictures and when the sims come home their promotions don't get registered and they don't seem to get their pay either. There's been a lot of discussion about it on MTS2, some here, and I would imagine on the BBS. Some people, like myself, have had this bug numerous times, others never have so it seems to be related to how people play the game, like perhaps some people use the remote controlled car and others don't.

Yes, we have fixed this in the Uni and Nightlife patches.  It is related to the rc car being in use on save/reload.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 13, 20:53:58
I'm having someone look at the College want (it may have been fixed, but investigating).

Thanks very much.  

I do understand about the memories however I have been concerned as they count towards the overall character count.  It is good to know that you have increased the max iterations in Nightlife however I think I'll stick to keeping my families in one place ;)


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 13, 20:55:10
I have flat out lost my icons on numerous occasions, without playing with the remote control car.

I have two missing icon issues, the first baffling one is all the catalogue icons went missing, they were just gone, I couldn't buy anything at all. I ended up having to bulldoze the lot after the third or fourth issue (unrelated) arose. The second is the want icons go missing from time to time and I will have maybe one or two wants and the rest are blank. This occurs quite often.

Unrelated and other issues...
Lots sometimes just get corrupted, ghosts get stuck in chairs or whatnot, items are suddenly in use when they are not, areas of the house or lot become unusable or warped (evidenced by using the level tool).

Sometimes for whatever reason NPCs in play or townies cannot change their appearance and their offspring cause birth crashes. (I have only had this happen a couple of times thankfully) Meaning that when the mother goes into labor the game crashes, there is no way to salvage it short of aborted the pregnancy through simpe, but it wont stop additional pregnancies from crashing when related to the affected NPC or townie, its as if dna strings are missing or something. I have no idea.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 21:02:09
I have flat out lost my icons on numerous occasions, without playing with the remote control car.

I have two missing icon issues, the first baffling one is all the catalogue icons went missing, they were just gone, I couldn't buy anything at all. I ended up having to bulldoze the lot after the third or fourth issue (unrelated) arose. The second is the want icons go missing from time to time and I will have maybe one or two wants and the rest are blank. This occurs quite often.

Do they come back if you restart the game?  I think we fixed some of the missing icons issues unrelated to the rc car in Nightlife (at least refactored some of the code to get around some of the issues).

Unrelated and other issues...
Lots sometimes just get corrupted, ghosts get stuck in chairs or whatnot, items are suddenly in use when they are not, areas of the house or lot become unusable or warped (evidenced by using the level tool).

Sometimes for whatever reason NPCs in play or townies cannot change their appearance and their offspring cause birth crashes. (I have only had this happen a couple of times thankfully) Meaning that when the mother goes into labor the game crashes, there is no way to salvage it short of aborted the pregnancy through simpe, but it wont stop additional pregnancies from crashing when related to the affected NPC or townie, its as if dna strings are missing or something. I have no idea.

The birth crash reported on MTS2 regarding missing DNA genes has been fixed in the Uni and Nightlife patches.

As for the corrupted lots, Nightlife has some fallback code to try to fix these up.  The car portal being deleted bug is still being looked into, but I believe one of our scriptors is going to try and replace it if it gets lots.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 13, 21:11:18
No restarting the game didnt fix the missing want icons, many times when I start the game the icons are missing. For me its not a game stopping issue, its just another one of those "bugs" that bug me. The catalogue icon issue just recently happened, I have since deleted the entire neighborhood since I was having other issues with it (of various types), I just figured for some reason the game didnt code the neighborhood correctly when it created it since there were various other problems in addition. (corrupted lots mainly)

Actually its kind of hard to tell when you have a good install, things will seem to work but then after a few gameplays you realise you must have a bad install because some major issues will start cropping up. At least that what I keep telling myself, because sometimes I have reinstalled and everything is fine for a while then all messed up, then I reinstall and things are really messed up, then sort of messed up and then fine again.

I think this last install took fairly well though, although I havent really been playing that much anymore.


Title: Re: So what's been fixed in NL
Post by: Gus Smedstad on 2005 September 13, 21:11:49
death tombstone and inheritence bug - i think this is a big neighborhood problem.  we increased the max iterations limit in Nightlife, but I'm not immediately aware of anything specific
I don't believe that's the problem, though Pescado could tell you more, since he as a patch here that fixes it.  On occasion when an elder dies, even if he generates a tombstone properly, he sticks around on the lot.  He isn't visible on the lot himself, but he is visible in the Neighborhood thumbnail, and you can move him when "Moving Out" with a Sim, or when you ask another Sim on the lot to "Move In."  He also takes up a slot, so you can only have 7 Sims on the lot if there's a not-quite-dead Elder.  Sometimes when you open a lot with an Elder in this state, he's a selectable ghost.

 - Gus


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 13, 21:34:21
Quote
I believe the final exam bug is fixed, but I'm not sure what death bug you are talking about.  Can you elaborate?

I believe that's referring to the no inheritance/tombstone bug.

You are correct, and this in correlation with the no moving out thing, they seem linked.


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 13, 21:39:47
death tombstone and inheritence bug - i think this is a big neighborhood problem.  we increased the max iterations limit in Nightlife, but I'm not immediately aware of anything specific
I don't believe that's the problem, though Pescado could tell you more, since he as a patch here that fixes it.  On occasion when an elder dies, even if he generates a tombstone properly, he sticks around on the lot.  He isn't visible on the lot himself, but he is visible in the Neighborhood thumbnail, and you can move him when "Moving Out" with a Sim, or when you ask another Sim on the lot to "Move In."  He also takes up a slot, so you can only have 7 Sims on the lot if there's a not-quite-dead Elder.  Sometimes when you open a lot with an Elder in this state, he's a selectable ghost.

 - Gus

yeah, I have the EXACT same issue, it showed up on my Pleasantview hood, about 1 generation in. I had only created 1 family of 3. and went from there. Pescado's fixed cured me after the work arounds of course


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 21:48:34
No restarting the game didnt fix the missing want icons, many times when I start the game the icons are missing. For me its not a game stopping issue, its just another one of those "bugs" that bug me. The catalogue icon issue just recently happened, I have since deleted the entire neighborhood since I was having other issues with it (of various types), I just figured for some reason the game didnt code the neighborhood correctly when it created it since there were various other problems in addition. (corrupted lots mainly)

Actually its kind of hard to tell when you have a good install, things will seem to work but then after a few gameplays you realise you must have a bad install because some major issues will start cropping up. At least that what I keep telling myself, because sometimes I have reinstalled and everything is fine for a while then all messed up, then I reinstall and things are really messed up, then sort of messed up and then fine again.

I think this last install took fairly well though, although I havent really been playing that much anymore.

Possible work-around for the missing catalog icons:
Catalog icons are stored in the Thumbnails directory under My Docs\EA Games\The Sims 2\.  If you delete that directory, the original files should be copied back up from the Program Files location--if you have University it will try to merge the two.


Title: Re: So what's been fixed in NL
Post by: Carmelita on 2005 September 13, 21:52:40
I don't have any bugs to add that haven't already been mentioned here.  I just want to thank HatedMaxoid for coming by and talking to us.  Actually finally hearing something from somebody who is working on the patch about things that will be addressed has made me feel much better about buying Nightlife in the future and about the entire situation in general.  Thanks for taking the time to listen to us. 

Edit:  I lied.  I just thought of a bug.  What about the Slowdown bug, where an NPC gets stuck in a portal and the game spawns half a million new NPCs to take their place who then also get stuck in the portal eventually slowing the game down to a maddening crawl?


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 13, 22:01:12
Thanks for taking time to answer my issues, I am not sure about the missing icon workaround though since it wasnt just the catalogue content icons that were missing it was also the icons that you click on to get to the content. But I will certainly try it next time. I have had to update the catalogue icons before due to making meshes and testing them in game (flipped meshes etc). Its a shame though sometimes that I have to keep restarting the program to get the game to run properly. Either way I will give it a go the next time it happens.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 13, 22:03:43
Thanks from me too!  This is great to have someone personally concerned here.  My issues that I don't think have been specifically mentioned are:

Greek level 6 bug (almost a game stopper for me)
Catalog icons go missing sometimes (have to use eyedropper on an object to get them back)
Elders getting birthday party wants after aging
Unable to send Captain Hero to work after cancelling carpool icon (to use bathroom, for instance)
Nannies (too many bugs, I can't remember them all)
Adults and Elders getting unreasonable or unachievable lifetime wants
Crushes from using handheld games and scanner gun Law Enforcement career object
Piano stops being fun after a day
Maid gets stuck putting coffee and espresso cups in washing machine
Repairman cannot fix expensive stereo
Sims get stuck on the toasting set
Toddlers play in toilet ALL the time, even when mood is high
Only being able to serve 6 sims in a household of 8
That stupid young adult walk!  (maybe that isn't really a bug, but it's so annoying!)

That's all I can think of for now, other than what's already been mentioned.


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 13, 22:05:50
thought of another, may be design, but who knows, none of the new careers show up as a LTW.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 13, 22:15:54
Actually I have thought of another bug.  Marrying cheerleaders is quite problematic.  Firstly the cheerleader must be moved in to your house at College and therefore you need to graduate the sim or get her to drop out.  You cannot just move her in if the proposing sim is an adult like you can with townie young adults.  Secondly she never seems to totally lose her NPC status.  Whenever she visits other lots she will revert from her clothes into the llama suit.  Having to change her clothes each time you visit the lot is a bit of a pain.

Oops almost forgot, what about the headmaster?  He is one of the most problematic NPCs in the game.  Saving the game between calling the headmaster and him arriving causes him to reject your family on the spot.  I think JM has a thread so I'll be back in a minute ;)  Here's a quote:

MYTH: The Headmaster instantly rejecting a family on arrival is caused by poor-quality yards, furniture, family funds, or other family state. Improving your yard, making your family richer, making the members like each other more, or improving their grades even when they are already above a C will make him more tractable.
STATUS: FALSE. The headmaster's snooty 1700 departure is caused by a bug relating to the saving of your game after calling the headmaster. Do not save your game after calling the headmaster. It is advised that you do not call the headmaster hours in advance. Call only shortly before or during hour 17 (5pm), and he will arrive immediately. Do not save after calling the headmaster until he leaves. If you do experience a snooty instant-departure, the headmaster will perform his proper ritual if called back immediately.


Title: Re: So what's been fixed in NL
Post by: Trubble on 2005 September 13, 22:19:08
JM said something about what causes that I think a little while ago, have a linky (http://www.moreawesomethanyou.com/smf/index.php?topic=171.0)... however well done Posie ;) You just reminded me of a bug I do currently have.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 22:27:04
I don't have any bugs to add that haven't already been mentioned here.  I just want to thank HatedMaxoid for coming by and talking to us.  Actually finally hearing something from somebody who is working on the patch about things that will be addressed has made me feel much better about buying Nightlife in the future and about the entire situation in general.  Thanks for taking the time to listen to us. 

Edit:  I lied.  I just thought of a bug.  What about the Slowdown bug, where an NPC gets stuck in a portal and the game spawns half a million new NPCs to take their place who then also get stuck in the portal eventually slowing the game down to a maddening crawl?

For the car portal one we are working on to remedy (at least try to fix up any irregularities, the source of the problem has not been nailed down).  Do they pile up on any other portal?


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 13, 22:27:59
I forgot the corrupted death memories, where sims get two memories of a death, and one is missing a subject, so they have those "catscratch" icons in their speech bubble when they talk about the dead sim and pass it from one sim to another.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 22:42:18
Nanny - there have been several fixes put in for her in the Uni patch
Headmaster - there are a few fixes in there for the Uni patch, hopefully they solve most of the problems
Crushes for handheld game - this if fixed in the patch
Piano - as designed
Sims get stuck on the toasting set - stuck as frozen or stuck as they like it too much? the latter is as designed (unfortunately)
Toddlers & toilet - as designed...toys apparently help for this
Serving 6 sims in a household of 8 - sorry, it was designed this way (not sure why)
YA walk - as designed (and apparently loathed by some, tolerated by others)


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 13, 23:38:22
Cheers for taking the time to address our concerns, HatedMaxoid. I have a few more issues I'm interested in hearing about, most being cosmetic compared to the big issues with Uni.

- Saving the game while a Sim is using a cell phone causes the lot to become corrupted
- "Appreciate... Cheer Up" is considered a romantic interaction
- When 2 Sims in love spoon while in bed, the fun and social motives on the spooner fall while the spoonee's remain static
- Pregnant Sims dying if they or anyone in their family visits a community lot on the first day of pregnancy
- Sims not getting proper credit for selling a novel if someone else answers the phone
- Maids don't empty the trash compactor
- Uncontrollable Sims sometimes can't be stopped from doing research
- Purchasing a fountain does not satisfy the corresponding want
- Dormies become transparent if they enter their rooms and exit immediately and are unclickable for several Sim hours


Title: Re: So what's been fixed in NL
Post by: Ivy on 2005 September 13, 23:46:05
My issue:

Sim's mouths and animations do not work while on the phone with Uni installed.  They stand there, and it's like they are frozen.  No facial expressions. This is the reason why I've stopped playing in zoomed in mode, and instead play zoomed all the way out.  It's *painful* watching them try and talk on the phone.  You can hear their voices, but no mouth movement/facial expression at all. :( :( :(

Ivy


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 23:53:32
Cheers for taking the time to address our concerns, HatedMaxoid. I have a few more issues I'm interested in hearing about, most being cosmetic compared to the big issues with Uni.

- Saving the game while a Sim is using a cell phone causes the lot to become corrupted
- "Appreciate... Cheer Up" is considered a romantic interaction
- When 2 Sims in love spoon while in bed, the fun and social motives on the spooner fall while the spoonee's remain static
- Pregnant Sims dying if they or anyone in their family visits a community lot on the first day of pregnancy
- Sims not getting proper credit for selling a novel if someone else answers the phone
- Maids don't empty the trash compactor
- Uncontrollable Sims sometimes can't be stopped from doing research
- Purchasing a fountain does not satisfy the corresponding want
- Dormies become transparent if they enter their rooms and exit immediately and are unclickable for several Sim hours

Corrupted lot & cellphone - does this always happen? we haven't been able to reproduce this, so perhaps there are better reproduction steps?  it may be related to the greek amnesia problem though, which has been fixed
Sims & credit & novel - this is fixed in the patch
Fountains & want - the want has been removed (it was left in)
Dormies - We've put some more bullet-proofing for this in the Uni patch


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 13, 23:54:12
My issue:

Sim's mouths and animations do not work while on the phone with Uni installed.  They stand there, and it's like they are frozen.  No facial expressions. This is the reason why I've stopped playing in zoomed in mode, and instead play zoomed all the way out.  It's *painful* watching them try and talk on the phone.  You can hear their voices, but no mouth movement/facial expression at all. :( :( :(

Ivy

Fixed in the Uni patch.


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 14, 00:01:01
Ok, so I have a dumb question ....is the stuff that you refer to as fixed per NL is that in the NL game or a futrue NL patch?


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 00:07:02
Ok, so I have a dumb question ....is the stuff that you refer to as fixed per NL is that in the NL game or a futrue NL patch?

I usually say Nightlife patch if it is in that one.  I believe we are trying for concurrent release with the University patch (you can see Tim's latest "TimMail") so that fixes for Uni are also in Nightlife.  The NL patch will also have some NL fixes that have been reported by the community (like the cellphone missing upon installation and other misc. things).


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 14, 00:16:19
Corrupted lot & cellphone - does this always happen? we haven't been able to reproduce this, so perhaps there are better reproduction steps?  it may be related to the greek amnesia problem though, which has been fixed

Pescado first reported that bug and I think he was the first person to find it and look into it. I haven't experienced it yet (thankfully) but I've seen other people who claim to have.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 00:24:51
- Maids don't empty the trash compactor

Thank you for informing me of this.  It definitely looks like maids do not empty trashcans nor trash compactors.  I'll have someone work on it and hopefully we can get this into the patch.


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 14, 00:31:31
Maxoid: If I may suggest: Could you post your own topic with ALL of the fixes included within the patch and NL?  That way, people don't have to sift through this increasingly long post to find what they're looking for (laziness is a virtue)?

And I'm done with my work, so I may actually be able to hang out here for a while! 


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 14, 00:31:43
The lot corruption happened to me just once and it wasn't the first time I saved while a Sim was using a cell phone. I can't recall anything that was different about the lot to cause the corruption. Hopefully JM will be able to describe the problem with details - I saved the game, closed out for a while, then when I started the game again and tried to enter the lot, the game CTDed. I could only recover the family by moving them out and bulldozing the lot.


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 14, 00:35:55
Ok I feel like an ass doing this but, here is a list we are interested in knowing about. A description of each one of these in detail can be found http://bbs.thesims2.ea.com/community/bbs/messages.php?&openItemID=item.62,root.1,item.43,item.41,item.23&threadID=5de981ed22feb6b93b736153a3880b01&directoryID=62&startRow=1

BUGS RELATED TO LAGE HOOD SIZES ARE WHAT MOST OF US ARE MOST CONCERNED ABOUT. If you can get us any concrete info on a fix for that, allowing us to play large complex hoods, most of the others we can live with.

EDITING OUT THE ONES YOU ALREADY MENTIONED (ok done witha  quick pass through. May have missed some though)

1 ) final exam bug
2 ) high times bug
3 + blank memories, blank job icons, wiggly script for text
4 ) no graduation moveout
5 ) no tombstone and inheritence (kind of mentioned)
6 ) too many chatters
7 . bodyshop D3DERR_INVALIDCALL chipset 82915g
11 ) npc engagements
12 ) greek phone and movein
14 ) reunion memory spam
15 )+. birth greyout
16 . teleport folder sticky
17 . death music
20 ) too many memories transfered
21 ) lostsims
22 ) babydrop
23 ) wrong uniform
24 ) heliocopter kills queue
25 ) lost marriages
27 ) cheerup crush
28 ) arbitrary age changes
29 + lot wont load / 8am
30 ) curtains memory
32 ) no skill com
33 ) smart milk drag
34 ) no stereo repair
35 ) enemy jump
36 ) hug queue wipeout
37 ). nofind door
38 ) Captain Hero pee
39 ) doorbell wakeup
41 ) stranger dance
42 ) strangers BD party
44 + ya townies
45 ) sticky viewcamera
46 ) phone mumble
47 ) uni portal bogart
48 ) aging reset
49 ) expresso forever!
50 ) 'i see dead people'
51 . no newcareer ltw
52 . lost sims 2
53 ) bathroom madness
54 ) homework shell game
55 ) death toys
56 ) nursery kickybag
57 . preggers ya male
58 ) noserve comlot
59 + baby no baby
60 ) uni acne
61 ) static thumbnail
62 ) static thumbnail 2
63 . mia 1
64 . SS who?
65 + badpatch
66 . missing neighborhoods
67 ) cellphone screamer
68 ) double dead
69 . ghost apiration
70 . heliocopter1
71 + wheres my reaper
72 . nodorm paper
73 . no subfolders simbits
74 ) i said GO! NOW!
75 ) weeders daze
76 ) night of the living npc (tagrunners bug)
77 ) bum aspiration
78 . reward crush
79 ) invis kickybag
80 ) toddler toilet
81 ) turn OFF the tv!
82 ) grave messge
83 . mia2 sandilous bug
84 . teacher madness
86 . random student ditch
87 . pregnant ya male 2
88 . highskill nocook
89 ) robme baby!
90 . hand visual
91 . cutscene error collision
92 . diagnol door block
93 . baby chat
94 ) cellphone mia
95 . terrain crash lot
96. job OR paper
97 . greyout madness
98 . was i somewhere?
99 . refrig problems
101 . fix my face!
102 ) homework mia
103 : uni students crazed
104 : uni pj class
105 ) doublebill
106 + no sheepskin
109 ) broken portal
112 . ching ching crash
113 ) hot sheepskin
114 . nofun preg
115 . disappearing tombstones
116 ) deathtoys
117 ) narcolepsy
118 ) im not yours?
119 ) midsteam stop
121 . homework mia
122 ) nobill
123 . zombie sim
124 . tabletop height
126 . fishtank adinfinitum
127 . earthquake!
130 . baby BD blues
131 . you dont listen to me!
132. play w/me
133. tantrum lose queue
134 +. collegetimer affliction (nichdaemus bug)



Title: Re: So what's been fixed in NL
Post by: Twain on 2005 September 14, 00:37:17
Maxoid: If I may suggest: Could you post your own topic with ALL of the fixes included within the patch and NL?  That way, people don't have to sift through this increasingly long post to find what they're looking for (laziness is a virtue)?

And I'm done with my work, so I may actually be able to hang out here for a while! 

Yes that would be a great idea.

Btw, I'd also like to thank you Maxoid, it is  nice to get some real answers.
I just hope you hang around a while, you might enjoy this place.
Just as an aside, enter Retardo Land at your own risk  ;D

and LK, nice to see you, you have missed out on all the fun of the last few days...see you in RL  ;)


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 00:37:28
Maxoid: If I may suggest: Could you post your own topic with ALL of the fixes included within the patch and NL?  That way, people don't have to sift through this increasingly long post to find what they're looking for (laziness is a virtue)?

And I'm done with my work, so I may actually be able to hang out here for a while! 

I'm doing investigation as each post comes.  If someone else wants to make a thread to consolidate the information, that would be fine.  Btw, all the bugs fixed in the patches will be listed, so I suppose this is just to figure out if we've missed something and to allay some fears.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 00:41:15
Ok I feel like an ass doing this but, here is a list we are interested in knowing about. A description of each one of these in detail can be found http://bbs.thesims2.ea.com/community/bbs/messages.php?&openItemID=item.62,root.1,item.43,item.41,item.23&threadID=5de981ed22feb6b93b736153a3880b01&directoryID=62&startRow=1

BUGS RELATED TO LAGE HOOD SIZES ARE WHAT MOST OF US ARE MOST CONCERNED ABOUT. If you can get us any concrete info on a fix for that, allowing us to play large complex hoods, most of the others we can live with.

We've seen this thread and are working to reproduce and fix some issues.  Some are designed that way and there's not much I can do about that.

In terms of the large neighborhood sizes, while we've made some improvements in the Uni patch and in Nightlife, I cannot guarantee that we've found everything.  I'll continue to bring this up as a major concern of the community and see if there's anything more we can do that doesn't require huge architectural changes that will destabilize the game (NL has some big architectural changes that we can leverage for this in the future, however).


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 00:42:29
The lot corruption happened to me just once and it wasn't the first time I saved while a Sim was using a cell phone. I can't recall anything that was different about the lot to cause the corruption. Hopefully JM will be able to describe the problem with details - I saved the game, closed out for a while, then when I started the game again and tried to enter the lot, the game CTDed. I could only recover the family by moving them out and bulldozing the lot.

CTDed?


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 14, 00:45:19
[I'm doing investigation as each post comes.  If someone else wants to make a thread to consolidate the information, that would be fine.  Btw, all the bugs fixed in the patches will be listed, so I suppose this is just to figure out if we've missed something and to allay some fears.

OK, good.  The only reason I asked was because I want to know which hacks to remove that conflict with something that has been fixed.

Twain: You too, buddy!  ;)


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 00:50:31
Sorry to be a pain here but I don't believe you addressed the issue of the special Uni NPCs.  Do you know if the patch allows them to be moved in with families in the main neighbourhood in the same was as the YA townies?  It does seem odd that townies can move in, transition to adult and get a degree however the cheerleaders and mascots cannot do so.  I really would like it if the patch could address the issue of the cheerleaders constantly appearing as llamas during their adult years.  Also I presume the missing secret society memory is a design issue?


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 14, 00:51:24
Crashed to desktop, sorry.


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 14, 00:56:10
Ok I feel like an ass doing this but, here is a list we are interested in knowing about. A description of each one of these in detail can be found http://bbs.thesims2.ea.com/community/bbs/messages.php?&openItemID=item.62,root.1,item.43,item.41,item.23&threadID=5de981ed22feb6b93b736153a3880b01&directoryID=62&startRow=1

BUGS RELATED TO LAGE HOOD SIZES ARE WHAT MOST OF US ARE MOST CONCERNED ABOUT. If you can get us any concrete info on a fix for that, allowing us to play large complex hoods, most of the others we can live with.

We've seen this thread and are working to reproduce and fix some issues.  Some are designed that way and there's not much I can do about that.

In terms of the large neighborhood sizes, while we've made some improvements in the Uni patch and in Nightlife, I cannot guarantee that we've found everything.  I'll continue to bring this up as a major concern of the community and see if there's anything more we can do that doesn't require huge architectural changes that will destabilize the game (NL has some big architectural changes that we can leverage for this in the future, however).

Couple things,

1- I hope you don't mind, I made a rough compilation thread on the main boards listing what you have said so far.

2- Thank you for posting and answering our questions. We understand how difficult some of these bugs are to fix with limited resources, the lack of communication has been what was driving everyone crazy. This will surely alleviate much of the tension and worry. Some of us are used to dealing with companies like Firaxis and BHG and expect to have to fight for even a nod.

3- For large neighboorhoods, if you are having problems reproducing some of the bugs, would it help if we made available corrupted neighboorhoods for you? The one I have been spending the last week trying to fix with workarounds, hacks, SimPe, and alcohol is under 400 meg. Zipped that is less than the size of uploading/downloading a quality porn vid. Many people have high speed connections and would be willing to put files up.

4- Is the team using the "critical fixes" from the two sites as a base for things that definitly need to be repaired? If so, with some optimization the game could be made stable much longer.


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 14, 01:07:24
After I send all the townie teens in college I notice the game did not created new ones so my newest teens were not able to bring back friends home from school or work and meet other teens unless I created new ones myself which is very annoying, will this be fix?

Everytime I go on a community lot either in college or regular neighborhood community lot on which I put an "impresso express-o-matic" I notice the game created a new NPC and from time to time I notice I must have 50 of those barista, has this been fix since it takes a lot of space in the character folder and will there be a way to delete the extra ones we had by mistake.


EDIT:  Oh Well, like usual on chats my questions are never answered....  :-\ so I will type them differently in case it helps!


Title: Re: So what's been fixed in NL
Post by: Diala on 2005 September 14, 01:12:25
I know this isn't really productive, but I am glad to see at least one Maxoid person getting involved with the fans. Personally, I thank you for being here and answering questions. You see, I am relatively new to computer gaming. I have used video game consoles ever since I was young, though, and the thoughts of 'patches' never would've crossed my mind. However, The Sims 1 and 2 ARE different kinds of games, which openly allow fan content in them. I guess I am just a bit frustrated that any game would have these types of bugs, and wouldn't be so quick to fix them.

I have one question, though. This probably has been asked, so excuse me, but what date would we expect the Uni patch to become avaliable? And is there a patch currently in the same CD as Nightlife, or will it come a bit later?


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 01:16:37
I haven't seen a date published Diala however there is this here (http://www.snootysims.com/tim-mail07.php).


Title: Re: So what's been fixed in NL
Post by: dmchess on 2005 September 14, 01:30:44
For the car portal one we are working on to remedy (at least try to fix up any irregularities, the source of the problem has not been nailed down).

I imagine you're well aware of such things, but just in case here's crammyboy's portal fix on MTS2 (http://www.modthesims2.com/showthread.php?p=698928); presumably either looking at the code in it or talking to the author will show you at least one thing that causes it (by causing portals to be randomly deleted sometimes).

DC


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 01:31:13
Ok I feel like an ass doing this but, here is a list we are interested in knowing about. A description of each one of these in detail can be found http://bbs.thesims2.ea.com/community/bbs/messages.php?&openItemID=item.62,root.1,item.43,item.41,item.23&threadID=5de981ed22feb6b93b736153a3880b01&directoryID=62&startRow=1

BUGS RELATED TO LAGE HOOD SIZES ARE WHAT MOST OF US ARE MOST CONCERNED ABOUT. If you can get us any concrete info on a fix for that, allowing us to play large complex hoods, most of the others we can live with.

We've seen this thread and are working to reproduce and fix some issues.  Some are designed that way and there's not much I can do about that.

In terms of the large neighborhood sizes, while we've made some improvements in the Uni patch and in Nightlife, I cannot guarantee that we've found everything.  I'll continue to bring this up as a major concern of the community and see if there's anything more we can do that doesn't require huge architectural changes that will destabilize the game (NL has some big architectural changes that we can leverage for this in the future, however).

Couple things,

1- I hope you don't mind, I made a rough compilation thread on the main boards listing what you have said so far.

2- Thank you for posting and answering our questions. We understand how difficult some of these bugs are to fix with limited resources, the lack of communication has been what was driving everyone crazy. This will surely alleviate much of the tension and worry. Some of us are used to dealing with companies like Firaxis and BHG and expect to have to fight for even a nod.

3- For large neighboorhoods, if you are having problems reproducing some of the bugs, would it help if we made available corrupted neighboorhoods for you? The one I have been spending the last week trying to fix with workarounds, hacks, SimPe, and alcohol is under 400 meg. Zipped that is less than the size of uploading/downloading a quality porn vid. Many people have high speed connections and would be willing to put files up.

4- Is the team using the "critical fixes" from the two sites as a base for things that definitly need to be repaired? If so, with some optimization the game could be made stable much longer.

1 & 2 - No problem
3 - We can generate large neighborhoods, so posting one will not be necessary.
4 - We have looked at some of the "fixes" that the modding community has come up with.  In some cases they are valid, or at least point in the right direction.  In others we've had to fix in other ways because of the amount of edge cases that pop into our heads.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 01:38:04
Sorry to be a pain here but I don't believe you addressed the issue of the special Uni NPCs.  Do you know if the patch allows them to be moved in with families in the main neighbourhood in the same was as the YA townies?  It does seem odd that townies can move in, transition to adult and get a degree however the cheerleaders and mascots cannot do so.  I really would like it if the patch could address the issue of the cheerleaders constantly appearing as llamas during their adult years.  Also I presume the missing secret society memory is a design issue?

I think you have to build up enough relationship with them in order for them to graduate with you.  As for the skins for the adult years, the only skins in the external outfit group for cheerleaders & mascoards that are valid for the adult ages are the llama ones.  I'll see what I can do about this, but no guarantees.

As for the secret society, I think this is as designed, though not sure why.



Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 01:45:01
I know this isn't really productive, but I am glad to see at least one Maxoid person getting involved with the fans. Personally, I thank you for being here and answering questions. You see, I am relatively new to computer gaming. I have used video game consoles ever since I was young, though, and the thoughts of 'patches' never would've crossed my mind. However, The Sims 1 and 2 ARE different kinds of games, which openly allow fan content in them. I guess I am just a bit frustrated that any game would have these types of bugs, and wouldn't be so quick to fix them.

I have one question, though. This probably has been asked, so excuse me, but what date would we expect the Uni patch to become avaliable? And is there a patch currently in the same CD as Nightlife, or will it come a bit later?

The Uni and Nightlife patch are currently undergoing testing, and will make it out to you guys as soon as our QA department gives the thumbs up.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 01:48:31
You're welcome ;D  However I must say my last cheerleader was engaged to a YA sim with a 100/100 relationship and attended the graduation party.  She didn't graduate with Dustin Broke though.  Thankfully Beau was in College at the time and invited Anna to move in.  I then had to play the College years, let her graduate then combine her with Dustin back in Pleasantview.  Should townie sims randomly graduate with player sims?  I'm a little curious as I have never seen this.


Title: Re: So what's been fixed in NL
Post by: lauraglenn on 2005 September 14, 01:49:48
Thank you for coming to this forum and responding to posts.  My question is regarding the blank want slots.  Has that been corrected in the NL coding?  And just yesterday, a headmaster got stuck in my hot tub.  I hope that has been fixed along with all of my invisible stucky kicky bags.  


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 01:50:43
For the car portal one we are working on to remedy (at least try to fix up any irregularities, the source of the problem has not been nailed down).

I imagine you're well aware of such things, but just in case here's crammyboy's portal fix on MTS2 (http://www.modthesims2.com/showthread.php?p=698928); presumably either looking at the code in it or talking to the author will show you at least one thing that causes it (by causing portals to be randomly deleted sometimes).

DC

I'll take a look.


Title: Re: So what's been fixed in NL
Post by: cwieberdink on 2005 September 14, 01:51:49
My issue:

Sim's mouths and animations do not work while on the phone with Uni installed.  They stand there, and it's like they are frozen.  No facial expressions. This is the reason why I've stopped playing in zoomed in mode, and instead play zoomed all the way out.  It's *painful* watching them try and talk on the phone.  You can hear their voices, but no mouth movement/facial expression at all. :( :( :(

Ivy

Fixed in the Uni patch.

Oh, thank goodness!  I hated this also.  So, the piano is supposed to stop being fun after one day?  That doesn't make sense.

C


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 14, 01:56:30
Thank you for coming to this forum and responding to posts.  My question is regarding the blank want slots.  Has that been corrected in the NL coding?  And just yesterday, a headmaster got stuck in my hot tub.  I hope that has been fixed along with all of my invisible stucky kicky bags.  

Ooh I had that happen not long ago!  Didn't get the extra points for him getting in or anything.

EDIT: just thought, I don't know if this is a side effect of one of my few remaining hacks (I've been deleting/disenabling in hopeful preparation for NL), but I haven't had anyone catch the flu in quite some time.  Not that I'm really complaining, I find it to be a massive annoyance when they get sick and WON'T STAY IN BED, but nobody ever gets sick anymore!

And I should really join my voice to the chorus and thank Maxoid for coming here and being upfront with us about looking into these bugs.  Sadly it's very refreshing to have this openness from a Maxoid.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 14, 02:08:35
It doesn't make sense to me either that the piano would stop being fun after 24 hours.  Also, the Prima Guide states that toddlers will only play in the toilet if they are in a bad mood.  Unfortunately, the toddlers would always favor playing in the toilet over playing with their toys. TwoJeffs has identified this problem as something missing in the coding, I don't quite understand it, but he has a fix for it.

I have had problems with the headmaster vanishing into thin air after drinking espresso, and therefore the visit ends without the kids getting into private school.  I have had him disappear at various times during the visit.  Also I have had problems after Calling him to dinner when he didn't come because he was playing pinball or something, and I didn't have the option to call him again.

As far as the toasting set, while they tend to find it so much fun they pee themselves, sometimes I have had to delete it with moveobjects because they would get stuck and I could not get them to do anything else.  They would just stand there frozen while their motives drained.


Title: Re: So what's been fixed in NL
Post by: gali on 2005 September 14, 02:14:02
"Possible work-around for the missing catalog icons:
Catalog icons are stored in the Thumbnails directory under My Docs\EA Games\The Sims 2\.  If you delete that directory, the original files should be copied back up from the Program Files location--if you have University it will try to merge the two." (HatedMaxoid)

THANK YOU sooo much!!! I suffer from this a long time, and as you advised, I deleted the Tumbnails folder from my documents/EA/TS2. Suddenly all my NPCs had want icons - it was pleasure to see the want icons again!

And, you (Maxoids) are not hated - we blame EA, in which you are a branch.

In TS1 I used to know ALL the team (you put very nice credits after playing 100 days with a family, pity we don't have it here).

We understand that EA is interested in profits - but if they continue to supply "second hand" merchandise, instead of keeping the high quality made in TS1 - They won't make profit at all.

The money is OUR, and we can spend it on more quality games than EA games.

Maxis always took care to keep the high quality of it's game, and issued every now and then updateds and patches.

Since EA bought Maxis - we felt decrease in the quality of the supplied games.  I only can be sorry for the Maxis team...:).

I really appreciate your effort to help us with NL (lol, I bought it, but I am scared to install it, unless JMP gives his OK and fixes...:). I am tired of being "Beta Tester" - I want to play...:).

My game runs now (with the JMP's and Two-Jeffs' fixes) smoothly, and I won't install NL, untill I'll be sure that it will continiue to run smoothly.

And, in the future, nobody can convince me to buy an EA product, until after I get an impression that it runs OK, and EA issues fixes and patches.


Title: Re: So what's been fixed in NL
Post by: cabelle on 2005 September 14, 03:00:57
Also, the Prima Guide states that toddlers will only play in the toilet if they are in a bad mood.  Unfortunately, the toddlers would always favor playing in the toilet over playing with their toys. TwoJeffs has identified this problem as something missing in the coding, I don't quite understand it, but he has a fix for it.

As we've found out many times, the Prima Guide does have its fair share of errors.  ;) I found toddlers playing in the toilet annoying too but it is actually similar to real life regardless of mood. Even with a full room of toys, my kids always made a beeline for the toilet if we ever left the latch undone (one of those baby proofing things you can buy). Annoying, but I can see how it can be considered a design feature. However, it would be nice if it only happened if the toddler is in a bad mood.


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 14, 03:07:33
Someone has already mentioned the fact that Family Sims don't get their "Graduate 3 Children" want satisfied if they are not present when the third comes back from their final exam, but there is also a similar problem.  Popularity Sims who achieve their 20 Best Friends Lifetime Want on another lot (for instance, at a party) do not get credit, either.  A box comes up saying they've achieved it, but they don't get permanent plat or the Lifetime Want memory.  Similarly, we can probably also assume that if a Sim calls another Sim and they become best friends and that gives the called Sim 20 Best Friends LTW, they won't get their Lifetime Want achieved either.  The second one is particularly problematic because there is no way of knowing when it's happened.

There was also mention of the fact that the Uni careers don't come up in Lifetime Wants.  I know this was decided against because of those who don't have Uni, but PLEASE can something be done about this?  I have hardly any Sims in the new careers because they can't achieve a LTW with them.  OK, some people don't have Uni, but for those of us who do (the majority, I'm sure), can't the game be programmed so it automatically doesn't use those LTW's if Uni isn't present?  I can't see how that would be difficult to achieve.  We all want to see these new careers in our Lifetime Wants, so please can this be done?  It really doesn't make sense for them not to be there.

(Whisper ... off-topic ... whisper ... er ... middle-age lifespan???).


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 03:14:10
Ancient Sim one of my Broke twins (either Aidan or Avery, I'd have to check ;)) achieved the "20 Best Friends" lifetime want during his college years.  He actually made the last best friend from a phone call and the want was achieved.  Presumably as the sim that is using the phone is on his own lot, the problems that you mention do not occur.  Unless it is an intermittent bug ???


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 03:18:14
Someone has already mentioned the fact that Family Sims don't get their "Graduate 3 Children" want satisfied if they are not present when the third comes back from their final exam, but there is also a similar problem.  Popularity Sims who achieve their 20 Best Friends Lifetime Want on another lot (for instance, at a party) do not get credit, either.  A box comes up saying they've achieved it, but they don't get permanent plat or the Lifetime Want memory.  Similarly, we can probably also assume that if a Sim calls another Sim and they become best friends and that gives the called Sim 20 Best Friends LTW, they won't get their Lifetime Want achieved either.  The second one is particularly problematic because there is no way of knowing when it's happened.
I had someone try to reproduce the "Graduate 3 Children" bug, but they were able to do so.  Is it consistently reproduceable?  Are there any hacks that interfere with want check trees or otherwise in the related global trees?  I don't want to blame it on hacks, but we've been unable to reproduce this--perhaps we could get better repro steps?  I can have someone look into the 20 best friends thing, but no guarantees...

There was also mention of the fact that the Uni careers don't come up in Lifetime Wants.  I know this was decided against because of those who don't have Uni, but PLEASE can something be done about this?  I have hardly any Sims in the new careers because they can't achieve a LTW with them.  OK, some people don't have Uni, but for those of us who do (the majority, I'm sure), can't the game be programmed so it automatically doesn't use those LTW's if Uni isn't present?  I can't see how that would be difficult to achieve.  We all want to see these new careers in our Lifetime Wants, so please can this be done?  It really doesn't make sense for them not to be there.

(Whisper ... off-topic ... whisper ... er ... middle-age lifespan???).

As for the Uni Career LTW, it was a painful decision to remove these.  The reason for doing so was because LTWs are determined when a sim becomes a teen.  If the teen decides to skip college, then they are essentially stuck with a LTW that is not fulfillable.  Since the user cannot change a LTW, this was deemed unacceptable.  Sorry.


Title: Re: So what's been fixed in NL
Post by: FatedCircle on 2005 September 14, 03:26:53
It seems that all the bugs I can think of from my own game have been mentioned already, but I would like to add my voice to the chorus of thank yous for coming over here and allaying our fears and doubts about this issue.  So thanks! :)


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 14, 03:27:34
I had someone try to reproduce the "Graduate 3 Children" bug, but they were able to do so.  Is it consistently reproduceable?  Are there any hacks that interfere with want check trees or otherwise in the related global trees?  I don't want to blame it on hacks, but we've been unable to reproduce this--perhaps we could get better repro steps?  I can have someone look into the 20 best friends thing, but no guarantees...

I don't know if any hacks interfere with it, can't really think of any I have that would.  I know it happened to Cassandra Goth in my game so I don't leave it in anymore, I change it to something else.  I had to sort Cassandra out in SimPE so she could die with a platinum gravestone.  After I'd gone to the trouble of adopting a child so she could achieve the LTW (her eldest two were grown-up before Uni came out), I wasn't going to have her lose it ... even more so as I'd had to keep the silly woman going with elixir for ages.


As for the Uni Career LTW, it was a painful decision to remove these.  The reason for doing so was because LTWs are determined when a sim becomes a teen.  If the teen decides to skip college, then they are essentially stuck with a LTW that is not fulfillable.  Since the user cannot change a LTW, this was deemed unacceptable.  Sorry.

I appreciate this, although of course regular visitors to this forum change LTW's as often as they change their socks ... but ... what I am asking is, can't the game somehow detect that Uni isn't installed and therefore not spring-up those wants?  In any case, wasn't the LTW thing introduced with Uni and not the base game?  I may be wrong about this (probably my age ... MIDDLE-AGE, you know ...), but even if it was the base game, I would still have thought the workings could somehow reject the new career LTW's for those without Uni.  Sounds like very basic programming to me (but what do I know, being in the MIDDLE-AGE lifespan ...).

(Am I getting any better at this hinting thing?  Anyone???).


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 03:32:22
I had someone try to reproduce the "Graduate 3 Children" bug, but they were able to do so.  Is it consistently reproduceable?  Are there any hacks that interfere with want check trees or otherwise in the related global trees?  I don't want to blame it on hacks, but we've been unable to reproduce this--perhaps we could get better repro steps?  I can have someone look into the 20 best friends thing, but no guarantees...

I don't know if any hacks interfere with it, can't really think of any I have that would.  I know it happened to Cassandra Goth in my game so I don't leave it in anymore, I change it to something else.  I had to sort Cassandra out in SimPE so she could die with a platinum gravestone.  After I'd gone to the trouble of adopting a child so she could achieve the LTW (her eldest two were grown-up before Uni came out), I wasn't going to have her lose it ... even more so as I'd had to keep the silly woman going with elixir for ages.


As for the Uni Career LTW, it was a painful decision to remove these.  The reason for doing so was because LTWs are determined when a sim becomes a teen.  If the teen decides to skip college, then they are essentially stuck with a LTW that is not fulfillable.  Since the user cannot change a LTW, this was deemed unacceptable.  Sorry.

I appreciate this, although of course regular visitors to this forum change LTW's as often as they change their socks ... but ... what I am asking is, can't the game somehow detect that Uni isn't installed and therefore not spring-up those wants?  In any case, wasn't the LTW thing introduced with Uni and not the base game?  I may be wrong about this (probably my age ... MIDDLE-AGE, you know ...), but even if it was the base game, I would still have thought the workings could somehow reject the new career LTW's for those without Uni.  Sounds like very basic programming to me (but what do I know, being in the MIDDLE-AGE lifespan ...).

(Am I getting any better at this hinting thing?  Anyone???).

It's not a question of whether Uni is installed or not, the issue is that teens could get a LTW that they cannot fulfill if they decide to skip college.  I realize people are modding and such, but we have to make the game for people who do not use such tools and would be essentially stuck--that, it was decided, was the greater of the two evils.

As for the middle-age age-group, I would suggest continuing your crusade with Maxis/EA.  I can suggest it, but that doesn't mean it will happen.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 03:37:20
I had someone try to reproduce the "Graduate 3 Children" bug, but they were able to do so.  Is it consistently reproduceable?  Are there any hacks that interfere with want check trees or otherwise in the related global trees?  I don't want to blame it on hacks, but we've been unable to reproduce this--perhaps we could get better repro steps?  I can have someone look into the 20 best friends thing, but no guarantees...

Sometimes the want can be fulfilled after several children have graduated however with other sims it never happens.  I'm afraid I cannot be specific as it is just temperamental.  At the time I didn't have any recoloured objects however I did have the MaxoidMonkey objects from the official site and the following hacks.

amnesiafix
antibabylecture
captainhero
collegeclock
computerchatfix
deathfix
fratfix
handheldfix
hugginghack
marriage-postmortum
moveoutbugfix
nocheeringhack
nocorruptdeath
noroutefail
ONE School Bus Dialog
runtoclass

I believe two are from twojeffs, the rest are Pescado's.


Title: Re: So what's been fixed in NL
Post by: Kitiara on 2005 September 14, 03:43:33
I too would like to express my thanks for taking the time to communicate with us. The fact that you are spending so much time trying to find out what problems most need fixing makes me feel better about Nightlife and EA. (I never really felt bad about Maxis)

Thanks for listening.



Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 14, 03:48:40
I had someone try to reproduce the "Graduate 3 Children" bug, but they were able to do so.  Is it consistently reproduceable?  Are there any hacks that interfere with want check trees or otherwise in the related global trees?  I don't want to blame it on hacks, but we've been unable to reproduce this--perhaps we could get better repro steps?  I can have someone look into the 20 best friends thing, but no guarantees...

I don't know if any hacks interfere with it, can't really think of any I have that would.  I know it happened to Cassandra Goth in my game so I don't leave it in anymore, I change it to something else.  I had to sort Cassandra out in SimPE so she could die with a platinum gravestone.  After I'd gone to the trouble of adopting a child so she could achieve the LTW (her eldest two were grown-up before Uni came out), I wasn't going to have her lose it ... even more so as I'd had to keep the silly woman going with elixir for ages.


As for the Uni Career LTW, it was a painful decision to remove these.  The reason for doing so was because LTWs are determined when a sim becomes a teen.  If the teen decides to skip college, then they are essentially stuck with a LTW that is not fulfillable.  Since the user cannot change a LTW, this was deemed unacceptable.  Sorry.

I appreciate this, although of course regular visitors to this forum change LTW's as often as they change their socks ... but ... what I am asking is, can't the game somehow detect that Uni isn't installed and therefore not spring-up those wants?  In any case, wasn't the LTW thing introduced with Uni and not the base game?  I may be wrong about this (probably my age ... MIDDLE-AGE, you know ...), but even if it was the base game, I would still have thought the workings could somehow reject the new career LTW's for those without Uni.  Sounds like very basic programming to me (but what do I know, being in the MIDDLE-AGE lifespan ...).

(Am I getting any better at this hinting thing?  Anyone???).

It's not a question of whether Uni is installed or not, the issue is that teens could get a LTW that they cannot fulfill if they decide to skip college.  I realize people are modding and such, but we have to make the game for people who do not use such tools and would be essentially stuck--that, it was decided, was the greater of the two evils.

As for the middle-age age-group, I would suggest continuing your crusade with Maxis/EA.  I can suggest it, but that doesn't mean it will happen.

What if... the LTW didn't actually kick in until the sim was a YA or Adult?  Sure, pick your aspiration at teendom, then when you either go to uni or transition into adult, a LTW is generated, ignoring Uni based careers for sims that skip college (I don't have any who do, though, they all tend to have a massive fear of being uneducated, regardless what their aspiration is), and incorporating them if they do go to uni (the vast majority).  Seems to make a bit more sense, I mean, what teenager really knows what they want to do in life? :)


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 14, 03:50:40
Someone has already mentioned the fact that Family Sims don't get their "Graduate 3 Children" want satisfied if they are not present when the third comes back from their final exam, but there is also a similar problem.  Popularity Sims who achieve their 20 Best Friends Lifetime Want on another lot (for instance, at a party) do not get credit, either.

Those aren't the only ones either, I've had be a zombie or so & so becomes a zombie wants and fears not be satisfied even after the target became a zombie. I think someone else mentioned the fountain want didn't work. In general, I've found problems with a number of the University wants not working. :(


Title: Re: So what's been fixed in NL
Post by: Melancholic Madam on 2005 September 14, 03:55:20
these may have already been addressed in the Uni patch.

if you invite a sim over to a dorm, once you have greated him/her, they will walk of into a dormie room and not come out again.  my sim greeted then and then immediately they turned to go.  you can not click on them as they walk away.  I had so many in a dorm room that my sim could not enter the room to enteract with them. the only solution was to use the move_objects so I could bring them to a place where my sim could interact with them.  

sims growing into adults once they graduate but no taxi arriving to take them home.  the work around I've used for this is moving the sim/sims into the student bin and then back into the exact same dorm.  they can usually use the phone at that point to call for a taxi, although I've seen where I've had to move them out several times before it took.  same with dropouts.

dormies not moving out to allow for a new dormmate.  the message comes up that it looks like there's no room.  whatever the message says.  and that a dormie will make room.  I had to move those sims out into the student bin also to get the dormie to go.  re-entering the lot did not help.  I still got the same message.   I'm not sure why it happened.  I started with a 6 room dorm and moved 4 students in.  later I added 1 and a dormie moved out.  I later decided to add 1 last sim and the dormie never moved out.  I played over night and had to use a double bed so I could sleep all my sims.  next day I moved them into the sutdent bin and back into the dorm.  

sims getting the message "it's high time so & so got back to the real world",  when they were a Freshman and djust come back from their first class.

I also get dead elders on the loading screen.  so far mine have left an inheritance and a tombstone.  the sims in the house can't use the paper or the computer to move out.  the option just disapears.  if a baby is born at this time, the sim will place the baby on the floor and none can interact with it and it can't be named.  

I'm also wondering why the computer can't be sold back on the first day for full value.  if you buy it to hunt for a job and then sell it back, it's devalued by $100 immediately.  is that design?

I lost part of my post.  I may have more later.  


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 14, 03:56:21
On individual wants, I've sometimes noticed that 'nested' wants for lack of a better term don't always pick up.

For example, a particularly loving couple of mine will both have the want to 'kiss' and 'make out' with eachother.  I tell them to make out, and only the 'kiss' want is met.  Telling them to again make out sometimes meets the want, and sometimes doesn't.

Oddness.


Title: Re: So what's been fixed in NL
Post by: BlueSoup on 2005 September 14, 04:06:48
On individual wants, I've sometimes noticed that 'nested' wants for lack of a better term don't always pick up.

For example, a particularly loving couple of mine will both have the want to 'kiss' and 'make out' with eachother.  I tell them to make out, and only the 'kiss' want is met.  Telling them to again make out sometimes meets the want, and sometimes doesn't.

Oddness.

I've had that one too.

Also, something I noticed with the refrigerator not being able to be selected to make anything other than Instant Meals, which seems to happen if the Sim is out of the room, or behind a diagonally placed door. It makes it very difficult to queue up actions, and if you have a large household, this can make managing it difficult.  What has fixed it for me in the past is making my Sim walk into the room with the fridge, then selecting a food option. Sometimes that doesn't work, and I can have them check the food supply, then try it again, and it works.

Edited for clarity and spelling.


Title: Re: So what's been fixed in NL
Post by: Kitiara on 2005 September 14, 04:13:30

What if... the LTW didn't actually kick in until the sim was a YA or Adult?  Sure, pick your aspiration at teendom, then when you either go to uni or transition into adult, a LTW is generated, ignoring Uni based careers for sims that skip college (I don't have any who do, though, they all tend to have a massive fear of being uneducated, regardless what their aspiration is), and incorporating them if they do go to uni (the vast majority).  Seems to make a bit more sense, I mean, what teenager really knows what they want to do in life? :)

I would say that had possibilities, but then I would have to remember not to let my knowledge sims skill too fast. Often they get the 7 skills want and are permaplat as teenagers. Usually this is in thanks to the stuck smartmilk thing which I Do Not want to see fixed.


Title: Re: So what's been fixed in NL
Post by: FatedCircle on 2005 September 14, 04:16:25
Yes, Kitiara, very good point.  The smartmilk thing is rather nice, along with the potty training trick.  Also, the related trick with the medical career reward is rather nice too.

But, I suppose if all the other bugs get fixed, and there's no way to salvage these, I won't complain too loudly. ;)


Title: Re: So what's been fixed in NL
Post by: Hairfish on 2005 September 14, 04:24:06
What if... the LTW didn't actually kick in until the sim was a YA or Adult?  Sure, pick your aspiration at teendom, then when you either go to uni or transition into adult, a LTW is generated, ignoring Uni based careers for sims that skip college...

There is the option to change Aspirations that comes up during...what, the Junior year at Uni? Anyway, suppose that when the option is accepted, and the Aspiration changed, a new LTW were rolled, one that included the new University careers?

I'm not MIDDLE AGED. I'm MEDIEVAL.


Title: Re: So what's been fixed in NL
Post by: Kitiara on 2005 September 14, 04:38:00
What if... the LTW didn't actually kick in until the sim was a YA or Adult?  Sure, pick your aspiration at teendom, then when you either go to uni or transition into adult, a LTW is generated, ignoring Uni based careers for sims that skip college...

There is the option to change Aspirations that comes up during...what, the Junior year at Uni? Anyway, suppose that when the option is accepted, and the Aspiration changed, a new LTW were rolled, one that included the new University careers?

I'm not MIDDLE AGED. I'm MEDIEVAL.


That is a very inspired idea.

Wait...do we really want them to program more tree checks when it comes to wants? The present ones are broken.

Speaking of wants, is getting wants to du Uni related things like be a personal trainer, work in cafeteria, etcetera in the main neighborhood a feature or a bug? How about same-sex couples with wants to have children? Why doesn't adoption satisfy this? Okay, not game-breakers, the other things previously discussed are more critical, but they bug me, so I brought them up while the opportunity is so good.

Hairfish - I really do think it is a great solution, just asking too much.


Title: Re: So what's been fixed in NL
Post by: Hairfish on 2005 September 14, 04:43:24
I don't know anything about tree checks, so didn't know they were broken. I just figured that if Sims can roll up multiple new Wants every morning, and every time one Want is fulfilled, a single new LTW could be rolled up once in their lifetime with only the addition of new code, not changing existing code that much.  :-\

(This is why I'm not a programmer, I guess.  ;))


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 14, 04:45:36
On individual wants, I've sometimes noticed that 'nested' wants for lack of a better term don't always pick up.

For example, a particularly loving couple of mine will both have the want to 'kiss' and 'make out' with eachother.  I tell them to make out, and only the 'kiss' want is met.  Telling them to again make out sometimes meets the want, and sometimes doesn't.

Oddness.

If you lock the "make out" want before you make them kiss, both will be fulfilled, it always worked for me.  Of course if you have another very important want locked it will not help.


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 14, 04:47:52
On individual wants, I've sometimes noticed that 'nested' wants for lack of a better term don't always pick up.

For example, a particularly loving couple of mine will both have the want to 'kiss' and 'make out' with eachother.  I tell them to make out, and only the 'kiss' want is met.  Telling them to again make out sometimes meets the want, and sometimes doesn't.

Oddness.

If you lock the "make out" want before you make them kiss, both will be fulfilled, it always worked for me.  Of course if you have another very important want locked it will not help.

Nope.  I've done that before.  The 'make out' stays put, and the 'kiss' gets fulfilled.  A few times I've locked the make out want, and had them kiss romantically or whatever, the kiss has been met, so I send them to the next step of making out, and it's sometimes filled, sometimes not.


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 14, 04:50:38
On individual wants, I've sometimes noticed that 'nested' wants for lack of a better term don't always pick up.

For example, a particularly loving couple of mine will both have the want to 'kiss' and 'make out' with eachother.  I tell them to make out, and only the 'kiss' want is met.  Telling them to again make out sometimes meets the want, and sometimes doesn't.

Oddness.

If you lock the "make out" want before you make them kiss, both will be fulfilled, it always worked for me.  Of course if you have another very important want locked it will not help.

Nope.  I've done that before.  The 'make out' stays put, and the 'kiss' gets fulfilled.  A few times I've locked the make out want, and had them kiss romantically or whatever, the kiss has been met, so I send them to the next step of making out, and it's sometimes filled, sometimes not.

What I mean is that you lock the "make out" want and right away choose in the kiss option "make-out" so both will be fulfill one after the other.


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 14, 04:51:44
I had someone try to reproduce the "Graduate 3 Children" bug, but they were able to do so.  Is it consistently reproduceable?  Are there any hacks that interfere with want check trees or otherwise in the related global trees?  I don't want to blame it on hacks, but we've been unable to reproduce this--perhaps we could get better repro steps?  I can have someone look into the 20 best friends thing, but no guarantees...

I don't know if any hacks interfere with it, can't really think of any I have that would.  I know it happened to Cassandra Goth in my game so I don't leave it in anymore, I change it to something else.  I had to sort Cassandra out in SimPE so she could die with a platinum gravestone.  After I'd gone to the trouble of adopting a child so she could achieve the LTW (her eldest two were grown-up before Uni came out), I wasn't going to have her lose it ... even more so as I'd had to keep the silly woman going with elixir for ages.


As for the Uni Career LTW, it was a painful decision to remove these.  The reason for doing so was because LTWs are determined when a sim becomes a teen.  If the teen decides to skip college, then they are essentially stuck with a LTW that is not fulfillable.  Since the user cannot change a LTW, this was deemed unacceptable.  Sorry.

I appreciate this, although of course regular visitors to this forum change LTW's as often as they change their socks ... but ... what I am asking is, can't the game somehow detect that Uni isn't installed and therefore not spring-up those wants?  In any case, wasn't the LTW thing introduced with Uni and not the base game?  I may be wrong about this (probably my age ... MIDDLE-AGE, you know ...), but even if it was the base game, I would still have thought the workings could somehow reject the new career LTW's for those without Uni.  Sounds like very basic programming to me (but what do I know, being in the MIDDLE-AGE lifespan ...).

(Am I getting any better at this hinting thing?  Anyone???).

It's not a question of whether Uni is installed or not, the issue is that teens could get a LTW that they cannot fulfill if they decide to skip college.  I realize people are modding and such, but we have to make the game for people who do not use such tools and would be essentially stuck--that, it was decided, was the greater of the two evils.

As for the middle-age age-group, I would suggest continuing your crusade with Maxis/EA.  I can suggest it, but that doesn't mean it will happen.

What if it will motivate us to send a teen to college and will give us another reason to make it go through all that part of the game?  It would defenitely help me making that decision if I would see such a want!  Already Elders have impossible LTW to fulfill (when we create them in CAS or if we install University after they were elders) like becoming a "chief of staff" when they are not in that career track and by changing carreer track it won't help them anyway so what difference does it make if teen would have LTW that cannot be fullfill.  Can the player decide by themself if they wish to fulfill it or not, LTW are random and personally I always save before my Teen age so if I don't like what I see I reload the lot and go to the birthday process again so the LTW will be different.  And now in Nightlife we have a new aspiration reward which permit us to change our Sim aspiration so I guess the LTW will change too, so why not include them now.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 04:52:27
What if... the LTW didn't actually kick in until the sim was a YA or Adult?  Sure, pick your aspiration at teendom, then when you either go to uni or transition into adult, a LTW is generated, ignoring Uni based careers for sims that skip college (I don't have any who do, though, they all tend to have a massive fear of being uneducated, regardless what their aspiration is), and incorporating them if they do go to uni (the vast majority).  Seems to make a bit more sense, I mean, what teenager really knows what they want to do in life? :)

I just suggested something similar, where a teen would age transition to an adult, and if they had a Uni career LTW, it would re-roll.  I'll see if we can put it in, but I'm not sure how likely it will be.  I think the priority is fixing problems that are preventing existing gameplay, though I agree it would be nice to have this.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 04:54:26
Yes, Kitiara, very good point.  The smartmilk thing is rather nice, along with the potty training trick.  Also, the related trick with the medical career reward is rather nice too.

But, I suppose if all the other bugs get fixed, and there's no way to salvage these, I won't complain too loudly. ;)

*sigh* I think we fixed these...


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 04:59:45
I'm glad to see everyone participating in this thread.  However, it's getting a bit unwieldy for me at the moment and I may have to turn in for the night.  I'll see if I can get a total list, but some bugs may be related to each other and fixing one may have fixed the others (like the greek amnesia thing--this could affect want tree checks since memories are being deleted).

Perhaps we can get some organization here, besides me scrolling through all the posts, hoping I didn't miss anything.  I'm having others also peruse posts, to try to make sure we are catching things not reported directly through our website form and that we've been unable to reproduce internally (perhaps with better reproduction steps).

I apologize in advance if I am unable to answer all your questions.


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 14, 05:05:57
Yes, Kitiara, very good point.  The smartmilk thing is rather nice, along with the potty training trick.  Also, the related trick with the medical career reward is rather nice too.

But, I suppose if all the other bugs get fixed, and there's no way to salvage these, I won't complain too loudly. ;)

*sigh* I think we fixed these...

NOOOOOOO these were actually good bugs!  And I only just discovered them!

*sulks*


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 14, 05:09:00
I'm glad to see everyone participating in this thread.  However, it's getting a bit unwieldy for me at the moment and I may have to turn in for the night.  I'll see if I can get a total list, but some bugs may be related to each other and fixing one may have fixed the others (like the greek amnesia thing--this could affect want tree checks since memories are being deleted).

Perhaps we can get some organization here, besides me scrolling through all the posts, hoping I didn't miss anything.  I'm having others also peruse posts, to try to make sure we are catching things not reported directly through our website form and that we've been unable to reproduce internally (perhaps with better reproduction steps).

I apologize in advance if I am unable to answer all your questions.

Well I don't want to speak for everyone in here but for sure it is really really appreciated that you took the time to read our complaints, questions and worries.  With all this experience, I now finally have the impression that I can make a difference with Maxis. Thank you for listening to us, taking notes of our requests and trying to make the programming of the game differently so it can make players happy.  ;D  At least for the 1st time in months I do honestly believe a patch for Uni is on the way... Now let's hope it won't takes months before we get both Uni and Nightlife one's  ;D


Title: Re: So what's been fixed in NL
Post by: Lerf on 2005 September 14, 05:17:21
The only bug I can think of that hasn't been covered is what Pescado refers to as the NPC Zerg.  Whre you get 42 gardners and no Baristas.  Or 42 Baristas. In other words too many of some kinds of NPCs, which adds to the Sims count in your neighborhood.

I've got two suggestions for a Patch or the next EP or whatever too.

1. Add a ctrl/s so we can save without going into the options panel.
2. Give us some way to disable the "free camera key" if we aren't using it.  Having it under the "pause" button is a major pain.
3. Can kids coming home from school please put their homework on the first empty desk instead of on the floor if the first one is empty?

But thanks HatedMaxoid -- we should change your nick to something else -- for responding.   I am so tickled that my post worked!  And it kills the time until I can pick up Nightlife tomorrow--oops, later today.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 14, 05:30:33
Oh yes, Ctrl+S to save game without going to Options panel is one of the things I miss most from Sims 1.  I never use Q, but that one is too easy to hit accidentally.  Whenever the message pops up, "Are you sure you want to quit without saving?" I panic a bit and then click Cancel.


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 14, 05:33:21
Well I did put a question that was not answered but while I was playing my game I was wondering if this was ever notice by anyone (and this is not the question that as not been answered  ;) ).

In Sims 2, when I saved and then return to a lot in which a ghost was, well when I reload it was always there waiting to scare my Sims.

Since I install Univerisity I notice that the ghost that came in Pleasantview will not stay if I save and reload a lot, now this mostly apply on the Goth house lot, Caliente and Dreamer lot which are all Maxis made.  I did not really notice if it was happening with the Sims that I created and died since I recently resetted my game and it was also happening before I resetted it.

Now the strangest thing is that it does not seem to happen in Veronaville or Stangetonw (though I am not a 100% sure about Strangetown), I save lot and the ghost are still there when I reload the lot.

What I wonder the most is since almost all of the Sims that died in Veronaville that were Maxis made can be brought back with the resurrect-o-nomitron but this is not true in Pleasantview nor Stangetown since only the former Dreamer wife can be brought that and I think no Sims at all can be brought back in Stangetown, well would it explain why the ghost just vanished if we saved the game at 3am (Sims time) and reload iit?  

It is definetely not a major bug but it could explain why some pre-made Maxis Sims can be brought back to life and others can't.



Title: Re: So what's been fixed in NL
Post by: cwhitney on 2005 September 14, 06:26:44
Someone has already mentioned the fact that Family Sims don't get their "Graduate 3 Children" want satisfied if they are not present when the third comes back from their final exam, but there is also a similar problem.  Popularity Sims who achieve their 20 Best Friends Lifetime Want on another lot (for instance, at a party) do not get credit, either.  A box comes up saying they've achieved it, but they don't get permanent plat or the Lifetime Want memory.  Similarly, we can probably also assume that if a Sim calls another Sim and they become best friends and that gives the called Sim 20 Best Friends LTW, they won't get their Lifetime Want achieved either.  The second one is particularly problematic because there is no way of knowing when it's happened.
I had someone try to reproduce the "Graduate 3 Children" bug, but they were able to do so.  Is it consistently reproduceable?  Are there any hacks that interfere with want check trees or otherwise in the related global trees?  I don't want to blame it on hacks, but we've been unable to reproduce this--perhaps we could get better repro steps?  I can have someone look into the 20 best friends thing, but no guarantees...

I've had a different problem with graduations that recently affected sims with the "Graduate 3 Children" bug.  It's not the bug that's been referenced here, in fact, it doesn't really have to do with the LTW itself.

Essentially, when a sim graduates, his relatives all receive the graduation memory.  Well, I've found that no matter how the sim graduated, if during adulthood the sim achieves another major accomplishment that would show up on relatives' memory panels, all the relatives will also get a "[X Sim] graduated Cum Laude" memory.  This affects sims with the Graduate 3 Children LTW because this counts as a graduation.  I've discovered this happening when a sim reaches the top of a career, that all of his relatives receive the memory that he graduated Cum Laude.  I'm not certain but it's also possible that it happens when a sim gets married.

It doesn't actually change the graduation status of the sim (that is, if he graduated Summa Cum Laude it still shows as such on his diploma) but it does count as a graduation on every relative's memory panel.  This can enable sims with the particular LTW to achieve it with only one or two actual graduations.

Just something to look into, although it is a bit less significant than most of the other bugs mentioned.


Title: Re: So what's been fixed in NL
Post by: Venusy on 2005 September 14, 06:46:31
Will the Uni/NL patch fix the problem that wasn't fixed with the first patch?
That is, the problem where the Dial-Up Connection settings are edited from "Always dial my default connection" to "Never dial a connection". While I will admit the problem has got better (it used to do it each and every time I started up Sims 2, now it only does it when I leave my internet connection running when I start the game), it hasn't been fixed as was claimed with the first patch.


Title: Re: So what's been fixed in NL
Post by: maxon on 2005 September 14, 07:24:09
What about the maid getting stuck cleaning the fish tank?


Title: Re: So what's been fixed in NL
Post by: dmchess on 2005 September 14, 10:47:23
It doesn't actually change the graduation status of the sim (that is, if he graduated Summa Cum Laude it still shows as such on his diploma) but it does count as a graduation on every relative's memory panel.  This can enable sims with the particular LTW to achieve it with only one or two actual graduations.

A similar "good" bug that I probably shouldn't mention 8) is that the "WooHoo with N different Sims" or "WooHoo with N different service Sims" want-check seems to count "WooHoo with Fred" and "Public WooHoo with Fred" as two different Sims.  So Gina Raptor (I'm pretty sure) got the big "WooHoo with five different service Sims" power want credit by WooHooing three Professors normally, and public-WooHooing two of them.  Which was a nice surprise, but probably not as designed!

(And I also think it's great that there's an actual Maxoid paying attention here; much appreciated!)

DC


Title: Re: So what's been fixed in NL
Post by: DrBeast on 2005 September 14, 12:20:09
Here's a problem that has been bothering me for a long time...

Since the very first patch, my game lost all the specular highlights, for example all the toilets, sinks, or anything that should be shiny looks like clay. I was hoping this would be fixed in NL, but my game still looks rather poor. Or it might just be my old-school Radeon 9800 Pro-card? NL doesn't seem to like this card, the performance overall is pretty bad. It's time for a GeForce 6800 I guess. :D

Woah...if it goes bad with your 9800 Pro, imagine how it goes with my 9200 (though it packs 256MB)!! BTW, take a look at your settings, maybe something got lowered and thus the shininess you're refering to got lost. Ah, try the latest drivers too (I check for new ones at least once per month).


Title: Re: So what's been fixed in NL
Post by: shadow on 2005 September 14, 14:08:02
I don't understand what you mean by 'as designed'.  Can't these things be changed?  The serving only 6 people meals when there are 8 allowed in the household is annoying and ridiculous.


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 14, 14:54:39
Someone mentioned the diagonal doors problem and I'd like to echo that.  Unless I take control of a visiting Sim, they will stay inside a room with a diagonal door literally until they drop dead.  My own Sims will do the same unless I give them an instruction.  For some reason, they just cannot find the doors.  I even had to remodel the Maxis-made Pleasant house because of this.  Once I can remove the gravestones when NL is installed I will be bulldozing it because it's full of bugs anyway. 

Another problem that hasn't been mentioned relates to graduation.  My Sims never get a want to hold a graduation party, although they often come back from their finals asking for an ordinary party or a sports party.  Then when they graduate, they get a "Had a Great Party/Had a Lousy Party" memory, not "Had a Great Graduation Party/Had a Horrible Graduation Party", so I have to alter their memories and everyone else's that was at the party in SimPE (which I am currently in the process of doing yet again as we speak).  Can this be dealt with, because it appears everyone else has the exact same problem and it's a pain having to go through SimPE everytime anyone has a party.  The alternative is not to have parties, but then I have the problem of them not transitioning.

Oh, and nannies.  I know you said you'd fixed some bugs, but have you sorted out the weirdness since Uni when a nanny is scheduled?  The fact that they always turn-up at the wrong time or leave early and at least one other nanny turns-up, usually in the middle of the night?  It's not so much of a big deal now as I'm using Dizzy's Sitter mod (far more logical, Maxis really should have included that option), but now and again I do like to terrorise the nannies.  I've already had two die (naturally) from starvation - their own fault if they refuse to go home, yes?


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 15:08:12
I noticed that problem with diagonal doors on some lots, Don Lotharios bachelor pad is a good lot to test it on, sims seem to congregate in the bathroom doing nothing.  A sim can get 'stuck' when trying to navigate outside a house with diagonal walls also, this can be worked around by placing objects around the diagonal area to square it off.


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 14, 15:10:07
oh, another thing is the refrigerator thing, when I'm on the 2nd floor of a house and it only offers instant meal, but when i get downstairs its ok....also when I have one of the Large canopy beds from Uni, my sims tend to get stuck in the room sorta, they will be about to wet there pants or starve b4 i notice someitmes and they are still sitting there relaxing even though their comfort meter is full. odd.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 14, 15:28:08
Ah yes I forgot about the diagonal doors/arch bug. I stopped putting doors and arches on diagonal when people kept getting stuck behind them soiling themselves etc, the maid wouldnt/couldnt enter the room to clean and a burglar got stuck but no cops could come because of the diagonal archway...

Has this been checked out?

And also what makes random objects start scaring sims? Like lamps? Has a ghost haunted it and now its always scary or what? I know ghosts get stuck in random objects a lot. The only way I can get them unstuck is to save, leave the lot, reload and then use move objects to delete them and whatever they were stuck in/on, then I have to save exit lot and reload and things are back to "normal". Anyone look into that yet?


Title: Re: So what's been fixed in NL
Post by: Jade on 2005 September 14, 15:39:12
I've had the same problem with the lighting (plumbing and other shiny stuff looking clay-like).  I too have a 9800 pro, which was an upgrade for me.  How sad I was that after the upgrade my graphics looked worse.  We spent many hours changing graphics settings and drivers to try get the pretty shiny effect back.  In the end only one thing worked, rolling back the motherboard drivers to a much earlier version.  This makes my computer run less smoothly, but it did fix the lighting.


Title: Re: So what's been fixed in NL
Post by: Dea on 2005 September 14, 16:08:56
Quote
LTWs are determined when a sim becomes a teen


I thought LTW's were determined when they become children.  I have been using their LTW's to determine what aspiration they are when they become teens.  They dont reroll when they become teens.  Is that a bug?  Im not complaining about it if it is, Im fine with it bc I usually dont have an idea what aspiration I want my kids to be. I have also had a wider variety since I started using it as a factor too


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 16:33:02
Someone mentioned the diagonal doors problem and I'd like to echo that.  Unless I take control of a visiting Sim, they will stay inside a room with a diagonal door literally until they drop dead.  My own Sims will do the same unless I give them an instruction.  For some reason, they just cannot find the doors.  I even had to remodel the Maxis-made Pleasant house because of this.  Once I can remove the gravestones when NL is installed I will be bulldozing it because it's full of bugs anyway. 
The diagonal door problem was fixed in Nightlife, but I'm not sure if it was fixed in the Uni patch--it was quite a big change, so it is unlikely it was rolled back because of the concern for stability in the Uni codebase.

Another problem that hasn't been mentioned relates to graduation.  My Sims never get a want to hold a graduation party, although they often come back from their finals asking for an ordinary party or a sports party.  Then when they graduate, they get a "Had a Great Party/Had a Lousy Party" memory, not "Had a Great Graduation Party/Had a Horrible Graduation Party", so I have to alter their memories and everyone else's that was at the party in SimPE (which I am currently in the process of doing yet again as we speak).  Can this be dealt with, because it appears everyone else has the exact same problem and it's a pain having to go through SimPE everytime anyone has a party.  The alternative is not to have parties, but then I have the problem of them not transitioning.

Oh, and nannies.  I know you said you'd fixed some bugs, but have you sorted out the weirdness since Uni when a nanny is scheduled?  The fact that they always turn-up at the wrong time or leave early and at least one other nanny turns-up, usually in the middle of the night?  It's not so much of a big deal now as I'm using Dizzy's Sitter mod (far more logical, Maxis really should have included that option), but now and again I do like to terrorise the nannies.  I've already had two die (naturally) from starvation - their own fault if they refuse to go home, yes?

I'm not aware of the particular fixes for the nannies, but I am assured that there are many.  Hopefully the big list of fixes that we post with the patch covers all your concerns.


Title: Re: So what's been fixed in NL
Post by: Venusy on 2005 September 14, 16:37:24
StarrKist, it sounds to me like you've got an outdated version of the Greater LTW Variety and Sanity hack, that would assign LTWs when the sims aged to toddler, or kids (I forget which one it actually was).


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 14, 16:38:23
any ballpark time we can expect either of these patches to come out? nothing exact even a vague idea would be nice.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 16:38:44
What about the maid getting stuck cleaning the fish tank?

I thought this was fixed in a base game patch.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 14, 16:39:36
LOL I rather like the nannies' general weirdness. Although once in a while they do something useful and surprise me. I had one give a toddler a bath for the first time and I've had the game for nearly a year now. Anyhow, I'd be interested in seeing if they end up actually being useful now instead of bizarre and perversely amusing.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 16:40:37
Quote
LTWs are determined when a sim becomes a teen

I thought LTW's were determined when they become children.  I have been using their LTW's to determine what aspiration they are when they become teens.  They dont reroll when they become teens.  Is that a bug?  Im not complaining about it if it is, Im fine with it bc I usually dont have an idea what aspiration I want my kids to be. I have also had a wider variety since I started using it as a factor too

I know the children that were already in the game when I installed the Uni EP were randomly given lifetime wants however they do not usually appear until they transition to teen.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 16:40:54
I don't understand what you mean by 'as designed'.  Can't these things be changed?  The serving only 6 people meals when there are 8 allowed in the household is annoying and ridiculous.
I mean the designers meant to do it that way for some reason--perhaps it was to make things harder for larger families, I'm not sure.  I don't really have the power to change those sorts of things, but I've let some people know about your concerns.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 16:42:28
First: Thank you, Hated Maxoid, for taking the time to address the community's concerns  :)

Aside from what has already been mentioned in this thread, my greatest concern is a design issue of the game (I hope that I can describe the issue clearly enough  :( ):

When TS2 was in development, it was promised that file-handling would be much easier.  To an extent, this is true.  However, deleting custom content within the game is so tedious and frustrating that it almost might as well not exist at all.  For example, when I delete custom clothing or genetics, the queue will go back to the beginning each and everytime.  To add insult to injury, the queue will also reshuffle

Needless to say, this makes it very difficult to manage custom content.  If you have specific items in mind, it's a long search to find them because the order of the queue keeps changing, as well as starting over at the beginning.  Has this already been taken into consideration?  If not, is this an issue that can be brought to Maxis' attention and addressed?  I certainly hope so.

Cynna 
This was fixed for walls and floors.  I wasn't aware of something for CAS--I thought it just stayed on the same page if possible.  I'll take a look, but the deadline for the patch coming out is getting pretty tight.  There are a lot of people still screaming for us to get it out ASAP.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 14, 16:49:20
No I have to agree with Cynna, that's my experience with deleting stuff from CAS, and the Body Shop is problematic as well since university no longer seems to cache the thumbnails because it slows down every time I page over to the next page to generate them. It only did this the first time pre-University. I have to say deleting skins and clothing is a royal pain in the ass IMO and it makes file management a nightmare. I like how with objects and recolors we can just delete them from catalog mode. Was there some reason why we can't delete custom content via the mirror or clothing racks downtown? It would make my Sim gaming life a lot easier if I could.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 16:56:34
No I have to agree with Cynna, that's my experience with deleting stuff from CAS, and the Body Shop is problematic as well since university no longer seems to cache the thumbnails because it slows down every time I page over to the next page to generate them. It only did this the first time pre-University. I have to say deleting skins and clothing is a royal pain in the ass IMO and it makes file management a nightmare. I like how with objects and recolors we can just delete them from catalog mode. Was there some reason why we can't delete custom content via the mirror or clothing racks downtown? It would make my Sim gaming life a lot easier if I could.
There are no definitive reasons for doing so--probably because we did not have the time to do so when developing the base game and thought that managing all the custom "sim" stuff made sense within CAS.

As for the BodyShop thumbnail problems, you may want to delete the cigen.package file in My Docs--sounds like it got messed up for some reason.  After that, it should regenerate and *stick* fine.

I'll make it a higher priority to look into the deleting stuff out of CAS.


Title: Re: So what's been fixed in NL
Post by: C.S. on 2005 September 14, 17:00:59
The staircases! Has anyone mentioned the staircases? Seems like only one sim at a time can ascend or descend while the rest of them have to wait at the top/bottom of the stairwell. It doesn't affect those 'connecting' staircases though. Still, can something be done about this?


Title: Re: So what's been fixed in NL
Post by: FatedCircle on 2005 September 14, 17:05:02
Oh, and nannies.  I know you said you'd fixed some bugs, but have you sorted out the weirdness since Uni when a nanny is scheduled?  The fact that they always turn-up at the wrong time or leave early and at least one other nanny turns-up, usually in the middle of the night?  It's not so much of a big deal now as I'm using Dizzy's Sitter mod (far more logical, Maxis really should have included that option), but now and again I do like to terrorise the nannies.  I've already had two die (naturally) from starvation - their own fault if they refuse to go home, yes?


I don't know if it's been mentioned, as I'm losing track of things that have been said here, but I was able to completely avoid the problems with the nanny tracking schedules when I hired her using a regular buy mode phone.  When I hired her using the cell phone, she would show up in the middle of the night, and leave shortly after my sim left for work.  The problem in my game was completely solved by not using the cell phone when I called to hire the nanny.  In fact, I don't use the cell phone at all anymore.  It is the cause of many headaches.   :-\


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 17:09:31
The diagonal door problem was fixed in Nightlife, but I'm not sure if it was fixed in the Uni patch--it was quite a big change, so it is unlikely it was rolled back because of the concern for stability in the Uni codebase.

Talking about problems surrounding diagonal walls and floors, does the new code also fix the problems with placing plants?  Below is a snapshot of the Pleasant family home.  As you can see the two corner plants are dead.  Neither my sims or the gardener can water these plants however they can mange to dispose of them.  This happens with all homes of this design.

(http://i7.photobucket.com/albums/y291/PosieFlump/Dead_Plants.png)


Title: Re: So what's been fixed in NL
Post by: JenW on 2005 September 14, 17:20:58
The reason for the plants dying like that is that the half-square plants are still a full square, and since they're partially inaccessible because of the wall they can't be watered. :P Interesting that they can dispose of them though, I didn't realize that.

Obvisously that's not a great deal of help :P but thought I'd throw the info out there.

Jen


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 17:25:09
The diagonal door problem was fixed in Nightlife, but I'm not sure if it was fixed in the Uni patch--it was quite a big change, so it is unlikely it was rolled back because of the concern for stability in the Uni codebase.

Talking about problems surrounding diagonal walls and floors, does the new code also fix the problems with placing plants?  Below is a snapshot of the Pleasant family home.  As you can see the two corner plants are dead.  Neither my sims or the gardener can water these plants however they can mange to dispose of them.  This happens with all homes of this design.

(http://i7.photobucket.com/albums/y291/PosieFlump/Dead_Plants.png)

I don't believe so--I don't think we have an animation for the gardener to take care of a plant that "far away."  I don't think the gardeners can step on other plants either.  I'm not positive about all this, because I don't have a wealth of knowledge in that area.  Sorry.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 17:31:08
What about the maid getting stuck cleaning the fish tank?

I thought this was fixed in a base game patch.

It returned with Uni.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 17:41:05
Thanks jenwarren and HatedMaxoid ;D  I can confirm that sims can walk over plants to water other plants however I haven't looked to see if gardeners can step on the plants.  Its not a big deal however it was something I noticed when I started playing the Pleasant family.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 17:44:09
Posie, I've seen some fake flowerbeds somewhere that match the maxis made ones.  They don't require watering.  You're going to have to look or ask around about them though since I forget where they were - sorry.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 17:46:12
No worries, thanks for that info.  I might ask Joan as she uses a variety of plants and probably knows about them :)


Title: Re: So what's been fixed in NL
Post by: JenW on 2005 September 14, 17:53:01
TSR has some of those, I think Windkeeper (and/or NeptuneSuzy) made those. There's probably some others around though.

Jen


Title: Re: So what's been fixed in NL
Post by: syberspunk on 2005 September 14, 18:39:10
I've sort of been lurking around and waiting and watching in silence, trying to be very patient about things since:

A) My NL has not shipped yet
B) I'm undecided as to whether I will install or wait until the patch and/or hacks are updated
C) The new school semester has started and I've been busy with my own "Uni" homework and TAing :P

But I'm glad that a Maxoid has been available for answering all our questions and concerns and I feel compelled to participate a bit. I would really like to see a consolidated list of Maxoid (Tom?)'s response, and not just what has been fixed but I am also really interested in what are considered "as designed" since what we may consider "bugs" or "flaws" may be a difference of opinion. If anyone has consolidated this list of responses, please provide a link. I know a lot of people are mentioning lists here and there, and some have provided links to the Same thread (kmlough's) on the BBS (which I never really go to anyway). But other people have mentioned other lists at other sites, and while it's great that you mention they exist, it wouldn't hurt to also provide a link, please? ;)

I also have  a few questions about certain bugs or design issues that people have mentioned like this secret society memory loss? I'm guessing this is not the same think as greek amnesia? Could someone elaborate on this? If it is actual memory loss, why would this be "by design" instead of a bug?

People also mentioned a possible solution to things, such as the LTW re-rolling or only showing up at Uni. I prefer MaxoidTom's (which I will now assume that is who this Maxoid is, as I really don't like using HatedMaxoid :P - I tend to agree with what many people have said already, that we tend to take our frustration out on EA/Maxis in general and not at any Maxoid specifically ;)  ) suggestion in that maybe it re-rolls at Age Transitions. I actually like that it shows up around the Teen years, and it is Especially helpful if the Teen is a Knowledge Sim and gets the Maximize 7 skills LTW, because this is certainly doable before entering Uni and coincides with getting as many scholarships as possible. It can make Uni life much easier for the Knowledge Sim.

What I would like to see is possibly a dialog box that pops up at the end/start of an Age Transition asking if you would like to re-roll the LTW. This could be similar to how the dialog box pops up at the end of Junior year and gives you a chance to change the Sims Aspiration. Only this would just allow you to choose Yes for a random re-roll or No and keep the one you already have. It would also be better if it followed Pescado's LTW Variety hack in a similar manner in that LTWs really should be based on a Sim's interests. It seems to me that, for the most part, the LTWs are fairly random and it only makes sense that they should be based on a Sim's interests. It is just one more way to make use of a Sim's interests and make them a bit more individual. We should also have more ways to change a sims interests "in game" rather than having to use tools like SimPE to adjust them. This is probably more of a "design issue" rather than a bug, but I think it would definately improve gameplay. I suppose if Maxis doesn't include this, hopefully Pescado will be able to update his mod. :P

And as many people have mentioned numerously already, it seems a lot of the Critical bugs have to do with the "too many interations" issue. While it is great that the iterations have been increased, I think that this is still just a minor tweak that may not really solve the problem. You could still theoretically get too many iterations, only now you have more iterations than before.  :-\ I think the issue is that the functions/BHAVs for searching are inherently flawed. I'm sure there are numerous posts/threads that we could find that describe the technical issues, or if any of the modders would be so kind as to step in and describe the issue, but from what I gather based on my limited understanding, some of the searching routines in BHAVs that require iterating through a list of objects (or Sims) fail and produce this error when the list is too large (say due to too many memories or too many sims in the neighborhood). It seems that these searches should be limited to valid objects (or sims) that make sense. There should be a way to validate the types of objects or sims that are being searched and not include the invalid ones (such as dead sims or possibly invisible memories or memories that have Nothing to do with what is being searched for).

Also, I think someone mentioned Crammyboy's solution to the missing (car) portals. I believe I read somewhere that these solutions are pretty much only work arounds and that modders also have not completely determined what causes it and why. I also believe that it was suggested that the bookcase might have something to do with the car portal, and although that struck me as extremely odd and totally related, I supposed it wasn't entirely improbable. I believe this was probably mentioned in Crammyboy's fix thread at MTS2. If I find it, I'll put a link here.

Incidentally, in my own experience, I think I had this problem with a portal of some type as well, most likely related to the Spaceship. Admittedly, I did have a hack that increased the odds for getting abducted. In this household, I had a teen sim abducted. However, I also had him scheduled to sneak out that night. I think the problem was that, since the car pool to sneak out showed up, and the spaceship/portal was on the lot invisible, it probably caused some unexpected error. When the teen came home and later I tried having him sneak out on other days, he would always just pop up and magically teleport into the house foyer/entrance. And no, it wasn't that he showed up after sneaking his way home into the house, he just appeared there. I think if I had boolprop testingcheatsenabled I would get an error log. I don't remember exactly as it has been a while, and the thread I posted related to this has since been deleted since it was originally in Pescado's forums on VS before he moved here.

In any case, the other symptoms that resulted was an invisible object blocking the road, so all my car pools and bus pools would just sit in front of the house, honking until the end of the hour, at which point they magically disappeared. I even verified that there was an invisible object on the road, as when my sims tried to walk across it, there was a point where they were blocked, and they would complain about the route failure and in their thought bubble, they would have a spaceship. One time, the mother of this household came home in her limo (she was at the top of the medical career) and it was invisible. You could just see her and the driver floating in front of the house, almost as if they were in an invisible limo. I tried various solutions such as scorching the road with fire, hoping to burninate and destroy whatever invisible object was there. This only succeeded in burning it and then my sims complaining about an invisible object blocking their path (the thought bubble changed to the trail of footsteps ending at a red X). When I pulled back the camera, I could see a floating set of ashes on the single tile that my sims could not walk across. I was only able to solve this by moving my sims off the lot and back onto it. Not a total loss, and it had its fortuitous side-effects (my knowledge sim mother lost her obssession with her co-worker that she had been having a mini-affair with but then I worked very hard to make her enemies with) but it adds another useless Moved Out/In memory (which only further contributes to any possible "too many iterations" memory issues) and I had to redo my furniture, which was both good and bad, since I needed to redecorate anyways but it was a pain to have to do redo completely. ::)

Oh, and this also brings up issues regarding romance and enemies. If sims do make enemies, there was an issue of "too many iterations" when sims became enemies, which was fixed by Pescado's nmefix. There should be a way for them to stay enemies much longer, which is accomplished by one of Pescado's mods as well. And it seems strange, and I don't know if this is "by design" how some interactions were inexplicably romantic (such as playing with the handheld, I think MaxoidTom mentioned should be now fixed, and the backrub, which I don't think was mentioned whether this was fixed or "by design"). Additionally, it seems odd that WooHoo does not affect gender preference, and although that might be something arguably debatable on a philosophilcal level (almost to say that it shouldn't matter who we woohoo with, it doesn't change who we are and we should be accepting of everyone regardless of who they woohoo  :D ) but it does seem odd that kissing and making out and other romantic actions affect a sims gender preference and woohoo does not. Finally, there's the "design" issue with the Apologize interaction, which frankly, I personally think should be completely re-written as it doesn't make sense that the Offended sim is the one who has the option to apologize to the Offending sim. That is just plain backasswards!  ::) I mean, if the cheating sim gets caught, s/he should be the one that has to apologize to the sim that was cheated on. This definately appears to be a limitation and/or glaring error in how the interaction works and I can't understand how anyone would have approved that.  :-X

A couple of things were mentioned that will hopefully be addressed:

The piano not being fun after the first day? I don't understand why that is "by desgin" either.
The obssession with the toasting set until sims pee or freeze up also seems to be flawed "by design."

As for the Uni career LTWs, I can understand why they were removed, but this just gives further reason why LTWs should be re-rollable. And it seems a shame that only Non Uni careers get LTWs, because in a way, it almost makes it pointless to go to Uni. Aside from getting the Uni career related rewards, there is no incentive for sims to go through Uni in order to get access to those careers. I think it would have been better to include those LTWs, and that way it is up to the user whether they fulfill them or not. They would at least have a choice to send the sim to Uni and work towards that goal, rather than not have an incentive at all. Personally, this is a serious issue in my book, and it seems almost pointless if, in further expansions, any new careers are added, but no new LTWs associated with those careers are included. If that is the case, there isn't very much incentive to pursue those careers. Getting stuck with an LTW that you can't fulfill if you don't send your sim to Uni is Just as bad as getting stuck with a career related LTW that forces or boxes you into one career. I think part of the enjoyment of Sims is the flexibility in being able to create your own stories and building your characters/families in the way you would like to imagine them to be. That's why it would make more sense to have More options for LTWs that include all new careers, regardless of whether they are Uni or not, AND allow for LTWs to be re-rolled at special moments such as Age Transitions.

Anyways, I've probably exhausted a lot of what I had to say and anyone who bothered to read this as well. I just wanted to throw my own 2 cents in and hopefully keep nagging about the same issues, even if they are "by design" so that maybe the designers would eventually be willing to listen to the players/consumers. Wishful thinking? Ha! ;D

Ste


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 14, 18:41:30
I did a patch for not needing to care for plants, though of course I don't know yet if it will break something in NL


Title: Re: So what's been fixed in NL
Post by: Dea on 2005 September 14, 18:44:17
Quote
StarrKist, it sounds to me like you've got an outdated version of the Greater LTW Variety and Sanity hack, that would assign LTWs when the sims aged to toddler, or kids (I forget which one it actually was).

I do have that hack, I didnt realize that it did that. Toddlers dont have LTW's.  Im taking out my hacks when i get NL anyway


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 19:28:37
No one has mentioned multiple Money Trees crashing the game yet.  I don't see many people with this issue though, perhaps they think something else is causing the crash?  I haven't used more than 2 money trees on a lot together in months because of this.  When the money trees all reload together the 'Cha-Ching' repeats over and over.  Uni either crashes to desktop or freezes the system completely requiring a physical restart.

Inge, funnily enough I was just at your site looking at that download.


Title: Re: So what's been fixed in NL
Post by: valentinegirl on 2005 September 14, 19:30:01
It's so great to see a Maxoid here listening, answering questions and providing reassurance. Thanks so much for taking the time to do this.

I would like to list a few problems I have that are not (I think) so far been listed.

- The spawning of massive numbers of NPC's that take up an enormous amount of space in our games. In my original Pleasantview neighbourhood for some reason I have over 50 Repo men!! They show up when I open an editing program like SimPe. I thought we should only have three NPC's per type, but clearly sometimes the game sometimes goes haywire. Others have had the cafe baristas endlessly spawning as well.

- There must be some better ways to enable the community to better manage custom content. We were all sooo greatful and glad when we learned we could delete custom content directly from the game, but the system is pretty slow and unwieldy so I know many simmers like myself find it time consuming and frustrating to try to clean out unwanted stuff. Here are some of the main reasons:

1) When you delete something the game defaults back to the beginning of the catalogue. This is by far the most frustrating aspect of trying to manage custom content. If you only had ten or so custom items it wouldn't be a problem but some simmers play with hundreds or even thousands of downloads in each category. When you default back to the beginning of the catalogue not only do you have to scroll back through many pages, but it is hard to find where you were to begin with. You end up spending more time scrolling and squinting at the screen than actually deleting.

2) It would be great to be able to click and highlight more than one download at a time to delete. This would speed things up greatly.

3) Efficiency would also be increased if you could scroll both forwards and backwards through the catalogue in an endless loop (ie - the catalogue would not get to the "end" but would automatically keep scrolling if you kept going forwards back to page one)

4) It is extremely difficult to locate downloaded content when it is thrown into the game in the present unorganised way. I am especially referring to the wall and floor content which has no organisational system at all. At least in Sims1 we could recategorise our walls and floors to show in order of ascending price which helped things a great deal.

5) Thumbnails in my game at least are TINY. I play on a high resolution and it is very difficult to see what each thumbnail is representing.

6) Hair would be more accessible if we could sort it into hair colours genetically speaking.

7) It would be great if skin meshes could be deleted entirely out of the game like the object meshes are when you delete the entire object set. At the moment you have to remember which hair or clothing mesh you wanted to get rid of and find and delete it manually after closing the game.

8) I think this has been fixed in NL but it would be great if skins could be organised into subfolders like objects are able to be.

9) Being able to delete hairstyles etc while the sim is changing their apperance at the mirror would be a huge plus. Same goes for being able to delete clothing while shopping. Once you are into several generations in a neighbourhood you rarely have to visit CAS anymore as most sims are born in-game.

10) I never use the "collections" system as it is pretty clunky and inefficient. To start with I found it generated extra copies of the walls I was trying to catalogue. The more collections I catted a wall to the more times I found it replicated in my wall catalogue overall.
Also - when placing objects into the collection it would be great if the specific texture you wanted only would show up as part of the collection not the default object appearance. Then collecting together custom textures created by users as a matched set would make a lot more sense.

Bodyshop/CAS issues

As a skinner I would also like to take the opportunity to note some Bodyshop and CAS frustrations that are rarely mentioned by the community.

Number one concern by far is that BS is TOO DARK. I get up close to the screen and squint but I still have the feeling of looking into a room with all the lights turned off. Not the best way to do very intricate and detailed skinning! Also there is another problem with the lighting in BS - because it is so very different from the in-game lighting in CAS you never truly know how your creation will look in-game until you load up CAS to check. Then you have to exit and re-load several times in between adjusting things in BS to get the right amounts of saturation and contrast in your creations. Very time-consuming!
I realise BS was released ahead of the actual game but I am still hoping that one day Maxis will get around to updating BS with similar lighting levels as the game one day.

Another question - would it be an idea for the future to update the facial sliders in CAS so that they have as much variety and subtlety as the BS sliders? BS takes a long time to load and if all you're trying to do is create a sim with a certain look it would be far better to be able to do this in CAS which has much better lighting and then you could put the sim directly into your game without cluttering up the saved sims folder. Many simmers, especially those who don't create custom content would rarely ever open BS at all, so including all BS sliders in CAS would make sense for the majority of simmers.

The way deleting saved sims and custom content in BS takes AGES just like it does in-game so if Maxis can update the deleting system to allow for more player efficiency I am hoping they will remember to update the deleting systems in BS as well.

When you download a sim and look for it in BS it does not appear at the beginning of the catalogue. You have to scroll through, scanning page after page to find your sim. Also, some organisation of sims in BS into age and sex would be great (just as the pre-made sims are in the game).

Sorry for the LONG post. I just wanted to say that despite minor frustrations every now and then, Sims2 is absolutely my DREAM GAME! I love and appreciate the caring and attention to detail included by Maxis in the base game. I become sincerely attached to my little sim characters and can assure you am a fan for life!


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 14, 19:30:51
I did a patch for not needing to care for plants, though of course I don't know yet if it will break something in NL

lol.  Inge does your patch just stop the need for watering the plants or does it also stop the bees and butterflies from arriving?  I do like my butterflies :)


Title: Re: So what's been fixed in NL
Post by: Renatus on 2005 September 14, 19:31:28
I seem to remember the multiple money tree problem being a soundcard/soundcard driver issue.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 14, 19:44:03
Speaking of CAS and Body Shop, I cannot find where to pick my sim's eyecolor in CAS.  Am I missing something, or is this a bug/feature?  Also, I miss some of the functionality of Body Shop in CAS as valentinegirl mentioned, such as being able to set eyelash length.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 19:47:08
Rentatus, please tell me more as I upgraded from the SBLive 5.1 to a retail SB Audigy 2 ZS Platinum specifically to address the issue, it still happened, I also made sure the Audigy drivers were fresh from the Creative site, which in case you didn't know, are a different driver from the Live cards.  Also TS2 on drive D: without Uni had no such problem, however I would be grateful for more information on the issue and possible actions I can take, since it drives me crazy that I couldn't pin it down!


Title: Re: So what's been fixed in NL
Post by: Renatus on 2005 September 14, 20:03:32
Unfortunately, I don't know. :( I haven't had the problem as I almost never use money trees and I only remember the thread in passing. If anyone else has any idea, please give a yell.


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 14, 20:09:11
lol.  Inge does your patch just stop the need for watering the plants or does it also stop the bees and butterflies from arriving?  I do like my butterflies :)

It makes them pretty much like artificial plants I'm afraid.  I don't use it myself because I like to see them growing and being cared for anyway.  Presumably by now people have made standalone decorative plants, so you can put those ones in inaccessible corners while still having butterflies generated by the ones at the front.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 14, 20:18:06
I have found for those inaccessible areas that if I put a tile underneath (wood, tile, stone carpet whatever) and then use moveobjects to place the plant on top they do sort of die, but at least they don't look dead. Slightly dwindled but not dead and blend in fairly well with the other "live" plants. I mostly do this with trees because I think it looks weird to have flowers all around the tree and a blank patch under the tree. Did that make sense?


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 20:37:14
Unfortunately, I don't know. :( I haven't had the problem as I almost never use money trees and I only remember the thread in passing. If anyone else has any idea, please give a yell.

Oh, that's a shame  :(  Nevermind, I'm sure one day I'll find the answer, though for a moment there you had my hopes up.  It took a long time to train myself not to place the trees, I suppose when the problem is solved it will take me just as long to remember they exist lol.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 14, 20:44:47
Quote
I'll take a look, but the deadline for the patch coming out is getting pretty tight.  There are a lot of people still screaming for us to get it out ASAP.
Nooooo!!! Maxoid! don't be rushed to release the patch! instead, keep it a little longer, so you can fix some more issues in it!!! no!!!

Question:
What's the Uni patch, and whats the Nighlife Patch?? Why you keep saying these bugs "were fixed in the Uni patch" or "were fixed in the Nightlife patch" ?? are there patches that i'm not knowing about out there?

Unmentioned issue:
1 - In university, when theres a Toga Party, sims don't wear togas!
2 - Bed Interactions (make out, woo hoo...) dos not seem to be counting toward neither against a sim's sexual preference


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 20:48:34
Speaking of CAS and Body Shop, I cannot find where to pick my sim's eyecolor in CAS.  Am I missing something, or is this a bug/feature?  Also, I miss some of the functionality of Body Shop in CAS as valentinegirl mentioned, such as being able to set eyelash length.

It's under the "Eyes" section in CAS.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 20:51:17
Unmentioned issue:
- Bed Interactions (make out, woo hoo...) dos not seem to be counting toward neither against a sim's sexual preference

Quote
I'll take a look, but the deadline for the patch coming out is getting pretty tight.  There are a lot of people still screaming for us to get it out ASAP.
Nooooo!!! Maxoid! don't be rushed to release the patch! instead, keep it a little longer, so you can fix some more issues in it!!! no!!!

Question:
What's the Uni patch, and whats the Nighlife Patch?? Why you keep saying these bugs "were fixed in the Uni patch" or "were fixed in the Nightlife patch" ?? are there patches that i'm not knowing about out there?

There will be an initial Nightlife patch that fixes University bugs (see Tim's email, accessible on Snooty Sims), as well as some Nightlife problems people have been reporting.

We aren't "rushed" to release the patch, but we need to eventually ship it at some point.  I'm sure we could be fixing minor bugs or tweaking design issues forever, but it has to stop at some point.


Title: Re: So what's been fixed in NL
Post by: MokeyHokey on 2005 September 14, 20:56:12
Quote
1) When you delete something the game defaults back to the beginning of the catalogue. This is by far the most frustrating aspect of trying to manage custom content. If you only had ten or so custom items it wouldn't be a problem but some simmers play with hundreds or even thousands of downloads in each category. When you default back to the beginning of the catalogue not only do you have to scroll back through many pages, but it is hard to find where you were to begin with. You end up spending more time scrolling and squinting at the screen than actually deleting.

Seems like they fixed it for objects (it stays on the page you deleted from), but not for CAS items. Bah; that's such a pain in the @$$ to be bumped into BLACK hair when you were 12 pages into custom... :o

Maxoid, thanks for coming here to find out what REALLY 'bugs" us!  ;D


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 14, 20:57:33
yeah, youre right, you can't be adressing minor issues forever.

But hey! that's the most cool thing that you here talking to us. THANKYOU

I saw some people saying that sim attending togas party aren't dressing togas


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 14, 21:07:05
the toga issue is actually based on their outgoingness.  IF they aren't very outgoing they will be in normal clothes, medium outgoing -- pj's and upper outgoing togas,....so its design.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 14, 21:09:49
oh i see. they are not obligated to go in togas. ok then

OH the buyable stuff bugs:
Sims can't sell or ged rif of Cellphones, Mp3 players or handheld games. Their stuck with them.
What about selling a dress, shirt, or trousers,  you bougth?


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 14, 21:10:47
Those things are programmed that way.  If you want to get rid of a cell phone, etc., remove the token with boolProp.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 14, 21:11:53
I have learned the hard way not to buy any electronics, ever, especially the handheld and the mp3 as they are OCD inducing objects that you cant get rid of. I hear you can give away the handheld but I havent found that option yet.


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 14, 21:13:01
It's all with boolProp!  BoolProp!  BoolProp, I tell you!!


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 14, 21:15:09
OK OK! we know it can be done with boolProp LK!

but boolProp is not a official part of the game!!!
we could have an option to "throw away mp3/handheld/cell"

oh! question:
Whats the smart milk drag bug?
is it the one where if the toddler is sit in the highchair and an adult go get a bottle of smart milk for him, he will actually put the bottle in the fridge instead of givin it to the toddler?


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 14, 21:18:38
It is an official part of the game--it's debug mode! 

But I understand what you're saying about having a real option to get rid of them.  Maybe you could return them to the vending machine to get a refund, or something.


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 14, 21:22:54
Well in NL they took care of the cell phone thing, you can take it out of your inventory and put it on the ground. ta-da gone.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 21:26:04
Well in NL they took care of the cell phone thing, you can take it out of your inventory and put it on the ground. ta-da gone.

Excellent news! Perhaps when I finally get Nightlife my sims will finally have mobile phones, they are a cool addition after all.


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 14, 21:27:06
Really?  Missed that part.  

But, hey, sweet!

And I'm still confused about one thing: There are references to a "Nightlife patch" and an "Uni patch," but the meanings for the two seem ambiguous.  Is this the correct meaning for the two:

Nightlife patch: A patch for NL users that fixes Uni bugs AND as many NL problems as possible.
Uni patch: A patch for Uni users who DON'T have NL that ONLY fixes Uni bugs.

Is that right?  Or is my brain fried to the point that it could be sold at a gourmet French resturant for $23.50?


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 14, 21:29:41
Yes, thats what I understand for what Maxoid typed in his repy to my post.
NL patch is the Uni patch plus some fixes for NL
Uni patch is the patch without the NL fixes

OH!! GREAT! i didn't notice those eletronics were in the inventory. is it only the cell? can't be. it gotta be all 3 of them

Ok, but i still insist on the NL bugs:

1a - Karaoke Bug - Background music play, but there is no voice sound for the sims singing.
1b - Dj Bug - When a dj is playing Slow music, he still hops up and down , shouting "UH-UH" from time to time, just like he does when he's playing Fast music
2 - Translation issues: the Portuguese (Brazil) version has the following translation problems:
2a - Car radio stations with same name
2b - The ask about job interaction always return "$jobTitle" instead of the target sim's job.
3 - Some of the ask interactions are flagged as romantic interactions and can give crush to sims.
4 - Sometimes, Sims coming back from community lots by car, appear sitting in the air near the mailbox, before the car arrives


Title: Re: So what's been fixed in NL
Post by: Ruann on 2005 September 14, 21:38:06

Piano - as designed


Wait a second... Am I reading this incorrectly?  The Piano is SUPPOSED to stop being Fun after it's been on a lot for 24 hours?  So, I guess that professional pianists don't enjoy their work at all then, eh?

If I'm just being mentally retarded, let me know.  :-p  it wouldn't be the first time.


Title: Re: So what's been fixed in NL
Post by: Renatus on 2005 September 14, 21:41:54
What Ruann said - if pianos not being fun after being on a lot for 24 hours is by design, please find whoever thought that was a good idea and thump them upside the head for us. That makes absolutely no sense.


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 14, 21:49:54
The suggestions for accommodating the new careers in LTW's (re-rolling, etc.) are great and if Maxis can't implement them, hopefully someone else can (together with adding the relevant icons for the LTW's).  Now, I am no salesperson (far from it), but I'm sure I can see an opportunity here for MONEY, MONEY, MONEY.

Here's the scenario:  Player without Uni rolls Uni-career Lifetime Want.  "Aw shucks, I ain't got Uni", they say, so they exercise the option to re-roll.  As luck would have it, this keeps happening (maybe because some sneaky programming makes sure it does).  After a while, player says "Oh, to hell with this, I'm going to buy Uni" and off they toddle to the nearest shop.  Fait accompli and more money in the coffers.



Title: Re: So what's been fixed in NL
Post by: Karen on 2005 September 14, 22:09:43
This is a relatively minor one, but....

Has the changing table been fixed to add the option to Plan Outfit...Undies for toddlers?  You can plan outfit for toddlers with everyday and pj's since Uni, but there's no way to use the toddler underwear created in Body Shop, no matter how many outfits you buy.

Karen


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 14, 22:19:38
Ancient Sim:  LTWs were introduced in Uni and are therefore not present in the base game.

nectere:  You can give your handheld to a sim child who doesn't have one, but then your kids are stuck with them.  All the townie kids already have them, so this doesn't help much.

Boolprop works to remove cellphones and handhelds, but no matter how many times I try, it will not remove an MP3 player.  I have to use TwoJeffs tree or college adjuster for that.


Title: Re: So what's been fixed in NL
Post by: Quinn on 2005 September 14, 22:27:03
Here are some issues I have with my game that haven't been mentioned yet (I hope), though most of them are pretty minor glitches:

- Sims can't hold tired toddlers, sometimes getting the nanny stuck should a toddler fall asleep on the floor.
- "Sim A and Sim B are no longer best friends." notice when Sim A is already dead.
- TVs have no commercials anymore (which I think has been around since the first patch was released, anyway)
- If a sim is on the phone and you order him/her to hang up by clicking on the phone, the action simply cancels itself and the sim won't hang up unless you cancel the "Talk" action.
- The music is messed up, so you'll get CAS music in the Build mode, Buy mode music on neighborhood view, and so on.
- Whenever a sim leaves to a community lot and the stereo is on in his/her house, when they come back the stereo is still on, but there's not any music playing.
- Sims get memories about family members they've never seen in their life. For example, I have a sim in college, and I make her mom adopt a child. The sim is still in college and she has never seen her new sibling, but she still gets memories like "(Sibling) got an A+!"


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 22:35:44
oh i see. they are not obligated to go in togas. ok then

OH the buyable stuff bugs:
Sims can't sell or ged rif of Cellphones, Mp3 players or handheld games. Their stuck with them.
What about selling a dress, shirt, or trousers,  you bougth?

With Nightlife, you can take some of those things out of your inventory and then get rid of them.

As for clothes, there is nothing in the game currently to get rid of them.  I'll see if I can put that in as a feature for the next EP, but no guarantees.


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 14, 22:36:22
Quinn: I have encountered both problems five and six.  It would be nice if these things can be/are fixed.  

Also, the last one should be fixable by JM's No Telepathy hack.  Unless Maxis has already done something about it.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 14, 23:02:41
Any chance we will have the option to change born-in-game Toddler hairstyles?  The options are there in CAS but I use only 1 founding sim for a neighbourhood, the rest are all born in the game, meaning every single toddler is stuck with the default hair.


Title: Re: So what's been fixed in NL
Post by: cwieberdink on 2005 September 14, 23:21:38
Here are some issues I have with my game that haven't been mentioned yet (I hope), though most of them are pretty minor glitches:

- The music is messed up, so you'll get CAS music in the Build mode, Buy mode music on neighborhood view, and so on.
- Whenever a sim leaves to a community lot and the stereo is on in his/her house, when they come back the stereo is still on, but there's not any music playing.

These are problems for me too.  It seems that the music is always messed up.  I thought it was something I had done by accident.  I do have custom songs on the radio stations and usually just selecting the silent radio (with the music icons wafting out of it) and telling it to play the next song works to get the music back on track.  Just recently (two days ago) the neighborhood loading screen was silent.  I have no custom music for the games buy/build/load modes.

C


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 14, 23:23:49
Any chance we will have the option to change born-in-game Toddler hairstyles?  The options are there in CAS but I use only 1 founding sim for a neighbourhood, the rest are all born in the game, meaning every single toddler is stuck with the default hair.

We're looking into this as a separate issue (from the patches).  We didn't have any good animations for it at the time (i.e. TAE bringing the toddler to the mirror/vanity) and didn't want to just shove something in that looked incomplete (but we'll see...).  I've brought it up several times and there are many people that agree with me, so hopefully something will come of it.


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 14, 23:43:45
You know HatedMaxoid, (and I don't like that name either), I have a wishlist. Of things I wish sims2 could do, was hoping uni might introduce, but no.

Identical children. This may be touted as a feature, not a bug, but I find it bloody annoying. If a couple has more than one child, each child is identical. Same star sign, same facial features. Apparently the randomise for babies merely cycles through a sequence and always starts at 1. If you go into CAS and roll a random number of sims, then load the lot and let the birth take place, then the baby is different to it's siblings. Pescado has of course provided a workaround. The Lot Debugger has an option to create a random number of sims, without saving them, then the baby will also be random.

Which leads me into the wishlist part. Genetics was something I had big hopes for. I wanted to crossbreed sims and get melded skin sometimes. Like a blue sim and a yellow sim might make green babies. It is also disappointing that all custom genetics override Maxis defaults, I wanted some random variety. With my new n'hood, all sims have custom genetics so I'm really keen to see some patterns emerge.

Building: I build lots, lots of lots. I NEED curves. And spiral staircases. And a rainbow of colours, not those choices of muddy, fluoro or busy. I need more window styles, fences and many more plants.  8)

Which reminds me of a bug that I don't think has been mentioned yet. The ground cover or terrain paints used to decorate landscapes - there's something very dodgy there. If you even select the groundcover tool, without applying any to the lot landscape, the lot will package all terrains in the downloads folder. These have often doubled up for me. That's how I first discovered the buggieness. I tried deleting the doubles. The lot was not able to load after that, crashed to desktop when I tried. If I install a lot with custom terrains, I untick them in the clean pack installer, this usually corrupts the lot. These ground paints can not be removed even with the correct command to remove all groundcovers, the lot still saves with them. I don't use them at all now.

Just recently I also encountered a corrupt aging controller in a lot. My sims wouldn't age, even with aging on, people here advised moving to a new lot, which I did and that fixed it. Apparently there are some pre-made Maxis houses and at least one dorm that have some corruption.


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 15, 00:41:04
For example, when I delete custom clothing or genetics, the queue will go back to the beginning each and everytime.  To add insult to injury, the queue will also reshuffle.

I don't know if this has been mentioned yet but if you plan on getting NL, the clothes do not appear to reshuffle anymore when you delete them. It will still return to the first page, but at least you can tell now where you left off.


Title: Re: So what's been fixed in NL
Post by: izzygal on 2005 September 15, 00:48:20
What about the fingerprint scanner bug where the scanning is treated as a romantic interaction - if two Sims have a sufficiently high relationship score asking/offering to train causes a crush. It also will disappear out of a Sims hand on occasion never to be seen again.



Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 15, 00:51:15
What about the fingerprint scanner bug where the scanning is treated as a romantic interaction - if two Sims have a sufficiently high relationship score asking/offering to train causes a crush. It also will disappear out of a Sims hand on occasion never to be seen again.

What can be said?  Fingerprint scanning is HOT.  Have you seen the weekly ratings for CSI?


Title: Re: So what's been fixed in NL
Post by: Baddmark on 2005 September 15, 01:04:21
What about the fingerprint scanner bug where the scanning is treated as a romantic interaction - if two Sims have a sufficiently high relationship score asking/offering to train causes a crush. It also will disappear out of a Sims hand on occasion never to be seen again.



I think Maxis cloned the scanner from some type of sex toy that never made it into the final game. Or maybe Sims2 has a hidden "hot coffee" mode like GTA:San Andreas. I hope Jack Thompson doesn't find out about this...  :D


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 15, 01:11:35
Any chance we will have the option to change born-in-game Toddler hairstyles?  The options are there in CAS but I use only 1 founding sim for a neighbourhood, the rest are all born in the game, meaning every single toddler is stuck with the default hair.

We're looking into this as a separate issue (from the patches).  We didn't have any good animations for it at the time (i.e. TAE bringing the toddler to the mirror/vanity) and didn't want to just shove something in that looked incomplete (but we'll see...).  I've brought it up several times and there are many people that agree with me, so hopefully something will come of it.

I'm glad it hasn't been forgotten about completely, the toddler hair styles look so cute but my sims have never used them.


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 15, 01:12:15
I put a link to this thread on the usenet group alt.games.the-sims, hope nobody minds!

(actually I did it twice.  I'm almost spamming over there) ;)


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 15, 01:43:19
I don't think this one has been mentioned yet.  There is also a bug with teaching toddlers to walk.  If you use smart milk in combination with the Thinking cap, the skill bar will reset itself over and over so the child never gets taught.  Sometimes I have found even when using just smart milk the bar will never seem to move beyond the first quarter bar.  I set them up and then fast forward the game or go to other sims, and I'll come back thinking they should be done by now, and the bar hasn't even moved.  Somehow it straightens out, giving more smart milk or trying again after they take a nap, as they are usually exhausted by this time.

And is there any way to keep every single teen sim and older in the house from swarming all over the child when he is hungry or tired?  And why won't they change the babies' and toddlers' diapers without being told?  I've seen them bathe the toddler and (apparently) put the dirty diaper back on them since they still needed to be changed.


Title: Re: So what's been fixed in NL
Post by: veilchen on 2005 September 15, 01:50:36
Rainbow, JM has a fix for that called 'nobabyharassment' (at least thats what I think it's called). Works like a charm.

Thanks for the heads up with the toddler walk teaching glitch. It has been happening to me, only I thought that I somehow managed to screw up my lot, or neighborhood, whatever. Although I don't wish glitches and bugs on anyone, I'm glad I'm not alone :D


Title: Re: So what's been fixed in NL
Post by: kathryn.mari. on 2005 September 15, 01:52:33
I have Sims2 and UNI installed.

I have had multiple instances of game crashing while in CAS, where the Music starts stuttering and repeating. It will freeze the entire computer. I have tried alt-ctl-delete, minimizing to end task, and nothing works. If I wait in hopes the music will correct itself or try clicking anything while its in that loop, the game hard crashes and I have to do a reset of my computer.

It's happened while just zooming in or out on a CAS sim while I'm seeing how some content looks, or even while just scrolling thru the clothing files to plan an outfit. It happens with, or without custom 'skin related' content (mainly my own cc) in the game. Needless to say, this is taking major amounts of relaxation and fun out of the game. I haven't played or used CAS for quite some time due to this problem  :'(

I have looked at the audio error log..and it shows tons of 'duplicate' resources? I have no idea why though. I have never touched the music files.

Here's a sample of whats in my audio error log at the moment:

{1,22:19:48:530,00:01:09:007,5379,ERROR,TSAudio,Duplicate resource instance id found ff5ef8a5 with existing 7b1acfcd:eb8ab356:ff5ef8a5 },
{2,22:19:48:532,00:01:09:007,5379,ERROR,TSAudio,Duplicate resource instance id found ff5ef8a5 with existing 0b9eb87e:eb8ab356:ff5ef8a5 },
{3,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ff328c36 with existing 7b1acfcd:2da1f2e2:ff328c36 },
{4,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ff9a8132 with existing 7b1acfcd:2da1f2e2:ff9a8132 },
{5,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found fff30ee0 with existing 7b1acfcd:2da1f2e2:fff30ee0 },
{6,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ff5b03e4 with existing 7b1acfcd:2da1f2e2:ff5b03e4 },
{7,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ffa1fe58 with existing 7b1acfcd:2da1f2e2:ffa1fe58 },
{8,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ff09f35c with existing 7b1acfcd:2da1f2e2:ff09f35c },
{9,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ff607c8e with existing 7b1acfcd:2da1f2e2:ff607c8e },
{10,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ffc8718a with existing 7b1acfcd:2da1f2e2:ffc8718a },
{11,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ff328c36 with existing 0b9eb87e:2da1f2e2:ff328c36 },
{12,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found ff9a8132 with existing 0b9eb87e:2da1f2e2:ff9a8132 },
{13,22:19:48:544,00:01:09:015,5379,ERROR,TSAudio,Duplicate resource instance id found fff30ee0 with existing 0b9eb87e:2da1f2e2:fff30ee0 },

this continues..up to this:
142,22:19:48:687,00:01:09:085,5379,ERROR,TSAudio,Duplicate resource instance id found ffed20e5 with existing 0b9eb87e:2da1f2dd:ffed20e5 },



Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 15, 01:56:21
Rainbow, JM has a fix for that called 'nobabyharassment' (at least thats what I think it's called). Works like a charm.


Yes, I know JM has a fix for that, he has fixes for a lot of things, and I have all of them.  But the point of this thread is to tell Maxoid Tom all the bugs we would like to see fixed in the upcoming patch.

Quote
Thanks for the heads up with the toddler walk teaching glitch. It has been happening to me, only I thought that I somehow managed to screw up my lot, or neighborhood, whatever. Although I don't wish glitches and bugs on anyone, I'm glad I'm not alone :D
You're welcome.  I have seen this mentioned other places as well, that's how I learned not to use the thinking cap together with the smart milk.  I know it's a relief when you see that someone else is having the same problem because you don't feel so much like you're losing your mind.


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 15, 01:58:59
By the way, I've heard talk about a blank icon bug?  I'm not sure if I've had it.  What is it actually?

The only thing I can think of that it might be is when the wants/fears sit blank for a few sim minutes - as if the game is taking a while to think of new ones.  Am I close or been blissfully lucky in not having the real bug yet?

Oh yeah and the toddler walking thing - I always figured it was because something was in their way, causing the bar to reset.  It only happened with one toddler I ever had, in a particularly crowded room.  I roleplayed him as a bit of an idiot, until he went and maxed out his skills on me.  Bugger.


Title: Re: So what's been fixed in NL
Post by: veilchen on 2005 September 15, 02:11:44
Sorry Rainbow, I thought I read the whole thread, I must've skipped over something. I know that this is a suggestion thread, but somehow I got the impression that you were plagued with that bug yourself.

My problem with the 'blank icon bug' is that usually the whole lot (family) starts acting weird after it hits. Until now I just exported them with simpe, killed off the originals, bulldozed the lot, and re-started that family from CAS. If I care enough about them that is. If I don't, I just kill them off without exporting. I'm completely paranoid about the bugs ever since the original 'jump bug'. That was a very sorry episode. Thanks to MTS2 for coming out with the patch, or I wouldn't have been able to play at all. It was very bad, expecially the "its not a bug, its all your fault for not playing right" answer I received from 'customer support' at the time.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 15, 02:37:31
Sorry Rainbow, I thought I read the whole thread, I must've skipped over something. I know that this is a suggestion thread, but somehow I got the impression that you were plagued with that bug yourself.
I was plagued with it myself until I got JM's wonderful fix for that.  I just wondered if this was a bug or a "feature." :)


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 15, 03:46:13
How about including the downloadables objects into the game as "official objects"
And also update the Alienware computer so it works with the new uni functions


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 15, 04:05:30

Piano - as designed


Wait a second... Am I reading this incorrectly?  The Piano is SUPPOSED to stop being Fun after it's been on a lot for 24 hours?  So, I guess that professional pianists don't enjoy their work at all then, eh?

If I'm just being mentally retarded, let me know.  :-p  it wouldn't be the first time.
That's gotta be absurd: I've looked at *WHY* the piano stops being fun, and the reason it happens can only be construed as a bug: The code for the Piano's main routines is the same as from pre-Uni, but the piano's attributes have been entirely redone, and what was formerly a semi-attribute has been dumped into regular attributes....which are being stomped by the old main and overwritten with garbage values as a result. Clearly a bug.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 15, 05:08:05
yes, listen to JM, he knows what he's saying... i'm not.

Tis is for HatedMaxoid:

Here some stuff to consider about NightLife:
The manage groups option on the phones has some bugs, well not exactly bugs, but it is missing some things:
(1) There is NO option to rename a group. So if you want to rename a group you have to delete it and re-add the sims that were part of it, wich can be a pain since
(2) There is NO option to sort the sims by relationship level, only by name.
Oh and (3) It's also a pain that we have to wait for the selected sim to go over the phone and dial, for the manage group dialog box to pop up. Since it's not a real action, like calling someone, i think this action should happen instantly as you click on it.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 05:43:08

Piano - as designed


Wait a second... Am I reading this incorrectly?  The Piano is SUPPOSED to stop being Fun after it's been on a lot for 24 hours?  So, I guess that professional pianists don't enjoy their work at all then, eh?

If I'm just being mentally retarded, let me know.  :-p  it wouldn't be the first time.
That's gotta be absurd: I've looked at *WHY* the piano stops being fun, and the reason it happens can only be construed as a bug: The code for the Piano's main routines is the same as from pre-Uni, but the piano's attributes have been entirely redone, and what was formerly a semi-attribute has been dumped into regular attributes....which are being stomped by the old main and overwritten with garbage values as a result. Clearly a bug.

That's what they told me, but I can certainly ask again.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 05:45:38
How about including the downloadables objects into the game as "official objects"
And also update the Alienware computer so it works with the new uni functions

Unfortunately the Alienware computer was created after we put some computer functionality in semiglobals for Uni (at least that's I remember being told).  I'm not sure if there are any plans to update the Alienware computer to bring it up to date with the Uni code.

Downloadables objects being included in what?  An expansion pack?


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 05:50:05
yes, listen to JM, he knows what he's saying... i'm not.

Tis is for HatedMaxoid:

Here some stuff to consider about NightLife:
The manage groups option on the phones has some bugs, well not exactly bugs, but it is missing some things:
(1) There is NO option to rename a group. So if you want to rename a group you have to delete it and re-add the sims that were part of it, wich can be a pain since
(2) There is NO option to sort the sims by relationship level, only by name.
Oh and (3) It's also a pain that we have to wait for the selected sim to go over the phone and dial, for the manage group dialog box to pop up. Since it's not a real action, like calling someone, i think this action should happen instantly as you click on it.

These are functionality changes, not really bugs--a change like this would probably not go into the NL patch, but may be considered expanded features included in a future expansion pack (like the new Plan Outfit clothing dialog was for Nightlife).  I would suggest you post on the official BBS where the designers roam and cross your fingers your post doesn't get lost in the noise.


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 15, 06:16:52

Piano - as designed


Maxoid, please explain the thinking behind this?  Why is practicing the piano no longer fun after 24 hours?  And suddenly the only 'fun' way to play piano is to perform (awfully in the lower creativity levels) and then whine when nobody tips you at home?

EDIT: has this already been answered and I've missed it?


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 15, 06:18:08
Ancient Sim:  LTWs were introduced in Uni and are therefore not present in the base game.

This is what I thought - I mentioned it earlier.  In that case, what on earth is the problem with the Uni careers being included?  Anyone without Uni won't get LTW's anyway so what on earth is wrong with including them?  


Title: Re: So what's been fixed in NL
Post by: Ness on 2005 September 15, 06:20:16
That is exactly what I was thinking...

unless the LTW will be included with nightlife, so you will now have LTWs, regardless of whether you have uni or not

Ness


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 15, 06:29:07
Oh, and about this piano thing.  I have JM's fix for that, but before I had it, my Sim kids would come home from school and go straight to the piano, quite clearly to gain FUN.  Why would they do that if the piano had no fun to offer?  It must be advertising fun even if it isn't supplying it, which suggests it is meant to supply it.  I had to stop them using it (thereby also stopping them gaining creativity) before they ended-up totally in the red. 


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 15, 06:42:57
Ancient Sim:  LTWs were introduced in Uni and are therefore not present in the base game.

This is what I thought - I mentioned it earlier.  In that case, what on earth is the problem with the Uni careers being included?  Anyone without Uni won't get LTW's anyway so what on earth is wrong with including them? 
I assume that he means that if you choose not to send your sims to college, they will be stuck with unfulfillable LTWs.  But that wouldn't be anything new since we already have adults and elders stuck with unfulfillable LTWs.  We can always reroll them or use SimPE to change them if we want, but if they were there, at least we'd have a chance of getting them.  As it stands, all my sim teens have a horrible fear of being uneducated, so I always send them to college anyway.


Title: Re: So what's been fixed in NL
Post by: syberspunk on 2005 September 15, 07:12:56

That's what I was sorta saying in my post, which it seems most everyone didn't bother to read. ;) Well, I tend to get longwinded, so that's my own fault. But anyways... I totally understand that supposed reason as to why they think it was bad to have teen sims stuck with unfulfillable LTWs, but that would just be a consequence on the player's part due to their decision of how they choose to play. So... if they opt to not send their sim to college, then they are doing so by their choice and thus denying the fulfillment of that sim's LTW. I totally even forgot about the situation where elders would end up with unfulfillable LTWs. Especially if they are CAS made elders, then those sims are totally screwed as well, since there would be no way for them to achieve career related LTWs since they can't get "real" jobs anyway. At least not without hacks. :P So yeah, that sort of just ends up contradicting the seemingly half-thought decisions that were made. Apparently it is ok to screw over elders, but not teens. :P

I personally think that, in the long run, it is better to have more options, especially to have LTWs that go with any new careers that will no doubt show up with each expansion pack. Again, as I was trying to say, if we only ever have LTWs related to the original careers in the base game, then there isn't as much incentive to ever play those other careers out. In fact, there wouldn't even be an incentive to go to Uni anyways for those sims who have career LTWs since doing so isn't required. I think having those Uni related career LTWs and supposedly there might be new careers in NL as well which should also have new related LTWs, it would just give further incentive to send sims to Uni so they can achieve those LTWs. Heck... I haven't even seen any regular wants to become Any of those new careers. I have seen wants to get a job in a certain career track before, but that has only been fairly rare on occassion, and so far limited to the already existing careers in the base game. Again, it would just be so much better and make more sense to have these other career related LTWs for more variety and gameplay incentive. And this goes hand in hand with having re-rollable LTWs at life changing events or Age Transitions. But meh, I'll stop ranting for now otherwise I'll just be a broken record. Hehe.  ;D

I just don't know if I'll have the patience to wait for all my favorite global hacks to be updated and/or re-written or whatever. Especially having to wait for Pescado to get his copy. My Nightlife should be arriving tomorrow!!! I've been like constantly checking the tracking info at UPS. Hehe. Yeah, I'm that crazy. :P

Ste


Title: Re: So what's been fixed in NL
Post by: Ness on 2005 September 15, 08:25:01
rant away!

if I had the energy, I would join you - I love the uni careers, but they seem pointless - I only ever get to use them if a sim rolls a non-career want, so generally only my family sims get them!

I want uni career LTWs!

Ness


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 15, 09:06:43
Hell, I want new careers - a truckload of them.

Bored bored bored :( :( :(
(with careers of course, not with the sims  :D )


Title: Re: So what's been fixed in NL
Post by: C.S. on 2005 September 15, 11:09:20
Ok, not to be a nuisance but, Maxoid, could something be done about the staricases, please? How is it that only one sim at a time can use the staircase to ascend or descend to the next storey of the house, yet those connecting stairs (the ones that has to be placed on a foundation/deck surface and are adaptable to elevation heights) aren't affected? If that's a design feature, well then, I'm sorry but that's dumb :P. Before JMP's 'lesswhiny' hack, I had to listen to my sims throwing (lots and lotsa) tantrums because somebody's already on the stairs and they can't use it. Of course I could easily replace those staircases with connecting stairs but that's not the point. So, please, can this be fixed? Please?


Title: Re: So what's been fixed in NL
Post by: Ruann on 2005 September 15, 11:39:53
Ok, not to be a nuisance but, Maxoid, could something be done about the staricases, please? How is it that only one sim at a time can use the staircase to ascend or descend to the next storey of the house, yet those connecting stairs (the ones that has to be placed on a foundation/deck surface and are adaptable to elevation heights) aren't affected? If that's a design feature, well then, I'm sorry but that's dumb :P. Before JMP's 'lesswhiny' hack, I had to listen to my sims throwing (lots and lotsa) tantrums because somebody's already on the stairs and they can't use it. Of course I could easily replace those staircases with connecting stairs but that's not the point. So, please, can this be fixed? Please?

My not so educated guess on why this happens, which probably is in the same neighborhood as why it happens but is still totally wild theory:

"Standard" stairs are a single object.  You are pretty much using the entire staircase when you use it.

"Connecting" stairs are one object per stair tile, meaning you're not using them all at once. 

At the very least, I'd like to see sims queue up and wait patiently to get up stairs if someone else is already on them.


Title: Re: So what's been fixed in NL
Post by: C.S. on 2005 September 15, 12:01:45
"Standard" stairs are a single object. You are pretty much using the entire staircase when you use it.

If that's the case... well, still dumb :P. Also ridiculous and hilarious at the same time (especially if you imagine same sim scenario applying to real life, heehee, people'd be throwing tantrums at the top or landing of the stairwell till they peed and starved themselves to death :D), 'cos this "single object" is kinda massive in size ;D. Still, would be very nice if fixed for allowing multiple sims to use it at the same time.


Title: Re: So what's been fixed in NL
Post by: Lerf on 2005 September 15, 12:32:17
I just found something in NL that's got to be fixed soon!   Twice I've had a Sim downtown who got stuck in a toilet in a small bathroom because some other Sim stopped in front of the door and just stood there twitching.   (As if she or he was starting to do something but kept getting stopped.)  Both times I had to bail out of the lot right into the neighborhood.   

Right now I'm really missing the Downtown Build/Buy hacks from Sims 1.....


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 15, 12:43:53
Quote
Right now I'm really missing the Downtown Build/Buy hacks from Sims 1.....
Lerf, you are right, this is a very bad thing if it's true. i'll test it out today later. But here, you can workaround:
* Just enable the moveobjects on cheat and then go into reward mode and move that sim from there.(updated: this doesn't work)
* if you have university you can also type boolProp dormSpecificToolsDisabled false and the buy mode will be enabled.

About the staris: that can't be it. 'cause look at the sofas: they are still a single object but can be used by more than one sim at a time... but yes i agree that this should be lookied into.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 15, 12:44:39
Maxoid, here some more stuff for you:

1 - This stair bug they've posted: The stairs object (not the connecting stairs) don't allow a sim to go down the stairs if another sim is already going down. the same with going up. (This does not affect a sim going down and an other going up)

2 - Interaction between sims while on bed, don't count toward their male/female preference. (make out/woo hoo..)


Title: Re: So what's been fixed in NL
Post by: tindril on 2005 September 15, 12:56:25
I was just wondering... Are sims supposed to get 15 memories of a family reunion, all with a smashing picture of a chair or window in them...? (If this has been anwswered before, I appologize...)


Title: Re: So what's been fixed in NL
Post by: Lerf on 2005 September 15, 13:12:13
Quote
Right now I'm really missing the Downtown Build/Buy hacks from Sims 1.....
Lerf, you are right, this is a very bad thing if it's true. i'll test it out today later. But here, you can workaround. Just enable the moveobjects on cheat and then go into reward mode and move that sim from there.
if you have university you can also type boolProp dormSpecificToolsDisabled false and the buy mode will be enabled.

I haven't tried the bool prop cheat, but I will.
However the MoveObjects on cheat part doesn't work because the ability to move objects while in Reward/Inventory mode is disabled in Downtown.  That was the first thing I tired.

Thanks for the help!


Title: Re: So what's been fixed in NL
Post by: maxon on 2005 September 15, 13:14:42
What about the maid getting stuck cleaning the fish tank?

I thought this was fixed in a base game patch.

Well, I have Nightlife and University and she's still at it.


Title: Re: So what's been fixed in NL
Post by: maxon on 2005 September 15, 13:39:55

Piano - as designed


Wait a second... Am I reading this incorrectly?  The Piano is SUPPOSED to stop being Fun after it's been on a lot for 24 hours?  So, I guess that professional pianists don't enjoy their work at all then, eh?

If I'm just being mentally retarded, let me know.  :-p  it wouldn't be the first time.

And I've been playing for 40 years.  I must be deeply depressed by now.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 15, 13:55:24
I was just wondering... Are sims supposed to get 15 memories of a family reunion, all with a smashing picture of a chair or window in them...? (If this has been anwswered before, I appologize...)

I have no idea what's going on with the icons pictures, but family reunion is one of those obnoxiously spammy memories like Johnny got an A+ or Betty Sue made Dean's list etc that any given sim will likely have repeated so many times they take up half their memories. Apparently, every time a sim interacts with a relative that does not live on their same lot it's a "family reunion". If you ask me it would have made more sense to be able to throw a special family reunion party where you can only invite relatives. *shrug*

At any rate, I bugged Pescado to make a hack to not get those family reunion memories and AFAIK it still works.


Title: Re: So what's been fixed in NL
Post by: maxon on 2005 September 15, 13:58:23
Maxoid, here some more stuff for you:

1 - This stair bug they've posted: The stairs object (not the connecting stairs) don't allow a sim to go down the stairs if another sim is already going down. the same with going up. (This does not affect a sim going down and an other going up)

And thinking about it, I don't think it's all the stairs that do this either.  In at least two of my homes, the sims will happily follow one another up and down the stairs at the same time, while in others they get annoyed and stand at the top and whine about not being able to get down.  I tend not to use the modular stairs as interior staircases in residential lots - I am talking, then, about variations in the stair case objects in both cases.


Title: Re: So what's been fixed in NL
Post by: cyperangel on 2005 September 15, 14:52:44
Hm, i was going to say that I bypassed all the staur sillyness by putting elevators in my houses, but I suddenly realised that I dont know if the darn thing works with nightlife, which I am curently installing.. Good thing I took a full backup of my entire documents folders to make sure I have at least one chance of reversing the process without the fireball / nova effect.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 15, 14:58:13
elevator?

I have heard talk of elevators but have not found any. I have found teleport paintings, rugs and objects, plus doors that look kind of like elevator doors, but no actual elevator thingamabobs. Is this what you mean when you say elevator?




Title: Re: So what's been fixed in NL
Post by: Brynne on 2005 September 15, 15:24:46
I don't know if this has been directly addressed yet, but does the sexual preference of the sim now work as it should with NL? Apparently, that setting didn't make much of a difference, before.

Also, I forgot to check this while I was playing last night, but will we actually be able to disable the music in buy/build mode, now? That wasn't/isn't functioning correctly in my game. 


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 15:31:26
Ok, not to be a nuisance but, Maxoid, could something be done about the staricases, please? How is it that only one sim at a time can use the staircase to ascend or descend to the next storey of the house, yet those connecting stairs (the ones that has to be placed on a foundation/deck surface and are adaptable to elevation heights) aren't affected? If that's a design feature, well then, I'm sorry but that's dumb :P. Before JMP's 'lesswhiny' hack, I had to listen to my sims throwing (lots and lotsa) tantrums because somebody's already on the stairs and they can't use it. Of course I could easily replace those staircases with connecting stairs but that's not the point. So, please, can this be fixed? Please?

I'll ask.  It might be a matter of sims clipping into each other or some other complication, but I'm not sure at this point.


Title: Re: So what's been fixed in NL
Post by: vector on 2005 September 15, 16:10:57
Has anybody mentioned the cooking skill bug yet? You know, the one where a sim with maxed cooking skill gets a chance card from work that gives them two more cooking skill points, then they go senile and forget how to cook?

This happened to me for the first time ever just a minute or two ago, and I immediately thought of this thread.


Title: Re: So what's been fixed in NL
Post by: Baddmark on 2005 September 15, 16:35:25

Piano - as designed


Wait a second... Am I reading this incorrectly?  The Piano is SUPPOSED to stop being Fun after it's been on a lot for 24 hours?  So, I guess that professional pianists don't enjoy their work at all then, eh?

If I'm just being mentally retarded, let me know.  :-p  it wouldn't be the first time.

And I've been playing for 40 years.  I must be deeply depressed by now.

Depends how much is in your tip jar.  ;D

Actually, you could be one of my dormies - I made the mistake of buying a piano for one of my dorms. Flipping dormies sitting there plink plonking for 24 hours at a stretch (never getting any better) drove me nuts.

OK, time for what seems like Baddmark's unique bug:

Levitation causes the floor tile underneath to become unselectable and "blocked", much like a stuck kicky bag.


Title: Re: So what's been fixed in NL
Post by: Baddmark on 2005 September 15, 16:51:10
Just thought of something else I'd like to see addressed in a patch/future expansion.

Townie/NPC name generation. How many Marylena Hamiltons and Dagmar Bertinos can you stand? The game even ships with two (unrelated) Ivy Copurs for flip's sake! Why no Dagmar Le Tourneau or Tosha Hamiltons? Surely Maxis can produce a bit of code to pick a random first and second name not just repeat the same pairings?

ps please don't say "as designed" or I will be forced to smashinate my keyboard.  :D


Title: Re: So what's been fixed in NL
Post by: KellyQ on 2005 September 15, 17:16:31
Someone brought this up on page 2, the money trees. I had started the Legacy Challenge, had approximately 8 of them on my lot to help my poor sims from starving to death, of course the game completely crashed. I have never found a fix for this, not even the savethetrees hack works.
Someone else mentioned something else I have seen constantly, sims standing in one spot, shaking/quivering/whatever you want to call it; what the heck is that??
How about disappearing stereos but can still hear the music playing? Anyone else have that one? On two different lots I have placed stereos and actually saw them like evaporate but could still hear the music.
One other thing, I only use the default refrigerators and in every neighborhood I have, the sims can use the fridge maybe half a dozen times then when commanded to get something out of it, they will walk to the fridge and just stand there, while the icon disappears. I fix this by selling the fridge and buying a new one but it is really annoying.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 17:17:23
Someone brought this up on page 2, the money trees. I had started the Legacy Challenge, had approximately 8 of them on my lot to help my poor sims from starving to death, of course the game completely crashed. I have never found a fix for this, not even the savethetrees hack works.
Someone else mentioned something else I have seen constantly, sims standing in one spot, shaking/quivering/whatever you want to call it; what the heck is that??
How about disappearing stereos but can still hear the music playing? Anyone else have that one? On two different lots I have placed stereos and actually saw them like evaporate but could still hear the music.

I'll mention the money trees to someone.

As for the quivering, I thought that was a bug too, until someone told me that sims become like that when they drink expresso.


Title: Re: So what's been fixed in NL
Post by: KellyQ on 2005 September 15, 17:21:34
Someone brought this up on page 2, the money trees. I had started the Legacy Challenge, had approximately 8 of them on my lot to help my poor sims from starving to death, of course the game completely crashed. I have never found a fix for this, not even the savethetrees hack works.
Someone else mentioned something else I have seen constantly, sims standing in one spot, shaking/quivering/whatever you want to call it; what the heck is that??
How about disappearing stereos but can still hear the music playing? Anyone else have that one? On two different lots I have placed stereos and actually saw them like evaporate but could still hear the music.

I'll mention the money trees to someone.

As for the quivering, I thought that was a bug too, until someone told me that sims become like that when they drink expresso.

no, no expresso involved...oh well, it's a minor issue.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 15, 17:30:38
I've had the money tree issue as well since University. When I use multiple ones and they all regenerate at the same time, the sound skips and loops and crashes the game. It doesn't do this when using only one money tree, only when you have more than one.

Because of this I've pretty much given up on them and use the money machine now instead.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 15, 17:35:19
just out of curiosity do you place all the money trees at the same time? I ask because I have several trees on a lot, but I didnt place them all at the same time, assuming that if they bloomed all at the same time it would lag the game, so I havent had any problems with them since they are staggered.


Title: Re: So what's been fixed in NL
Post by: dmchess on 2005 September 15, 17:40:45
Surely Maxis can produce a bit of code to pick a random first and second name not just repeat the same pairings?
Relatedly, the game just needs to have more last names.  Seeding with the last names of the developers was a cute idea, but now it's time to add like a thousand more last names (and a few hundred new first names), so duplication by the random number generator just goes away...

IMHO,
DC


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 15, 17:46:07
I know this has been mentioned already in this thread, but I can't see a "Search This Thread" button so I can't quote it.  I've just had a quick go on Nightlife and I noticed that my graduates have all lost their diplomas.  LUCKILY, TwoJeffs buyable aspiration/reward objects collection still works so I was able to buy them back, but what about those who don't have that?  

I am also a little confused about the Matchmaker.  She wandered onto the lot I was playing, which just happened to be inhabited by a just-graduated Sim who needed a partner.  I'd made her Pleasure Seeker (more on that in a minute!) and paid full-price for a date.  I assumed she would be told to go Downtown to meet her date, but instead a neighbourhood Sim turned-up.  He's one of my Romance Sims (in fact, he runs the local bordello) and is very much 'taken' (several times over).  I would also have assumed that by paying full-price their turn ons/offs would match, but they didn't.  His turn-off was Fitness and my Sim was basically 99% fit.  The date is not going very well at all!  Oh and I have a question, presumably anything not marked with the lightning flash doesn't count towards the date score?

OK, now to the new Aspiration.  This Sim had already achieved her first LTW at Uni, namely 20 Best Friends.  Her new one was a career-related one that she would probably have achieved after her first day at work.  It was replaced by "Have 50 Dream Dates".  FIFTY?!  I would be bored to death after five!  I can understand a Romance Sim getting that, but presumably they won't?  Hopefully JM's Lotdebugger will work so they will get it if the game doesn't give it to them.  Anyway, 50 is a ridiculous number.  Apart from how long it would take to achieve them, the boredom element would render it impossible on its own.  It should be 15 at the absolute most, preferably no more than 10.  There is NO WAY I am letting any of my Sims keep this aspiration simply because it's totally ludicrous.  It even beats "Have 10 Children Abducted" (which I have never got, incidentally).

I have come out so my custom-content can be enabled.  I simply must see if the "No What's This" hack works (It's a GARAGE, you stupid woman).  I'd forgotten how irritating that is!  And that censor blur ... oh, lordy.  Well, let's face it, when an elderly man sits on the toilet without pulling his pants down, we aren't allowed to see the pants that we see all the time when he's walking around.  That makes so much sense!!!

Other than that, so far so good.  Being able to see the surrounding houses is awesome, it looks so much more natural.  I have a question about that but it belongs in another thread.  Will be going Downtown when I go back in.  I have a newly-elderly Romance Sim who got to elder before having his first kiss (no, seriously, he's very shy!) and I want to find him a nice woman.  Will he get an elder?  Will have to see.  Anyway, he is my second Romance Sim to try and they've both had a penchant for fat women.  Not sure what that's all about, especially as they are both 100% fit themselves.  There aren't anywhere near enough turn-on/offs, by the way.  We need a lot more!


Title: Re: So what's been fixed in NL
Post by: striker on 2005 September 15, 17:56:08
HatedMaxoid, I've read almost every post here lately looking for this and haven't seen it.  My problem is that when you move in a NPC, they are supposed to bring 1,000 with them.  The game says they do but the money never appears.  Has this been fixed in NL?


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 15, 18:01:18
I know this has been mentioned already in this thread, but I can't see a "Search This Thread" button so I can't quote it.  I've just had a quick go on Nightlife and I noticed that my graduates have all lost their diplomas.  LUCKILY, TwoJeffs buyable aspiration/reward objects collection still works so I was able to buy them back, but what about those who don't have that?
Good to know. I'll make sure I have everyone stow their diplomas before Nightlife!

Quote
OK, now to the new Aspiration.  This Sim had already achieved her first LTW at Uni, namely 20 Best Friends.  Her new one was a career-related one that she would probably have achieved after her first day at work.  It was replaced by "Have 50 Dream Dates".  FIFTY?!  I would be bored to death after five!  I can understand a Romance Sim getting that, but presumably they won't?  Hopefully JM's Lotdebugger will work so they will get it if the game doesn't give it to them.  Anyway, 50 is a ridiculous number.  Apart from how long it would take to achieve them, the boredom element would render it impossible on its own.  It should be 15 at the absolute most, preferably no more than 10.  There is NO WAY I am letting any of my Sims keep this aspiration simply because it's totally ludicrous.  It even beats "Have 10 Children Abducted" (which I have never got, incidentally).
yay for absurd and ludicrous LTWs. 50 is pretty ridiculous: There aren't that many people to be dated in the neighborhood! Does it count if you date the same person 50 times? Expect to see that one receive some "sanity checks" in "sane LTWs".

Quote
I have come out so my custom-content can be enabled.  I simply must see if the "No What's This" hack works (It's a GARAGE, you stupid woman).  I'd forgotten how irritating that is!  And that censor blur ... oh, lordy.  Well, let's face it, when an elderly man sits on the toilet without pulling his pants down, we aren't allowed to see the pants that we see all the time when he's walking around.  That makes so much sense!!!
Actually, it does make a lot of sense: The pants aren't what's being hidden, what's being hidden is the fact that he cannot drop his pants.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 15, 18:07:25
please Ancient Sim note that 50 Dream Dates does not necessarily has to be with 50 different sims.
I too think that 50 is too much, but 15 is too low for a LIFETIME WANT.  it should be somehting in the middle, say 30 Dream Dates. It's difficult enought to be a LIFETIME want, but not difficult enought that it can't be done.

Now for the "Have 100 first dates" lifetime want... This one gotta be the most impossible want of them all.... that one i sure thik should be a lot less... maybe 50 first Dates, because the date doesnt have to be good, just to be first

Relatedly, the game just needs to have more last names.
About that: there is a custom package, i don't know who made it, but the package filename is Live.package, wich add hundreds of real names to your game. i think i downloaded it at MTS2

Quote
And that censor blur ... oh, lordy.  Well, let's face it, when an elderly man sits on the toilet without pulling his pants down, we aren't allowed to see the pants that we see all the time when he's walking around.  That makes so much sense!!!
Quote
Actually, it does make a lot of sense: The pants aren't what's being hidden, what's being hidden is the fact that he cannot drop his pants.
Yes! whats so difficult to understand about that? do you really want to see your sims going to the toilet and doing #1 or #2 with the pants on?? I'd rather think they dropped their pants first..


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 15, 18:17:35
100 First Dates?  Oh, give me strength!  And surely these are more suited to Romance Sims, anyway?  Don't the Pleasure Seekers want to do things like sing on the karaoke machine x number of times or something?  I think maybe I won't be making anymore Pleasure Seeker Sims in a hurry, at least not until they've already achieved a Lifetime Want.  I just don't have the time or inclination to spend all that time with just one Sim, not when I have so many in the neighbourhood (or even if I didn't).  Anyway, to go back to what I just said, she's not Romance.  I want her to find a partner, not have a load of dates for the sake of it.  Pleasure-seeking does not equal "covering a lot of carpet", at least not in my book!

Remembered something else, too.  Not sure if this was meant to be fixed, but my new Pleasure Seeker Sim played on her handheld and made enemies with herself.  First time I've seen this.  I can't even remove the memory because SimPE isn't working anymore.  All that happened when I loaded it was constant boxes telling me I had two instances of Sim 0x000000 or something.  No way was I waiting while it went through 600 of those.  I checked the Character folder and there are no double instances, so it must be because it needs updating. 


Title: Re: So what's been fixed in NL
Post by: Havelock on 2005 September 15, 18:39:05
I know this has been mentioned already in this thread, but I can't see a "Search This Thread" button so I can't quote it.  I've just had a quick go on Nightlife and I noticed that my graduates have all lost their diplomas.  LUCKILY, TwoJeffs buyable aspiration/reward objects collection still works so I was able to buy them back, but what about those who don't have that?
Good to know. I'll make sure I have everyone stow their diplomas before Nightlife!

The pre Nightlive Diploma in your Bag of Rewards are gone while we get a Inventory. All Diplomas before Nightlive are gone now.  :-\


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 15, 18:56:03
About that: there is a custom package, i don't know who made it, but the package filename is Live.package, wich add hundreds of real names to your game. i think i downloaded it at MTS2

It's actually made by Jordi and is at Variousimmers (unless he posted it at MTS2 as well)

http://www.variousimmers.net/vsimforum/showthread.php?t=1593

And you want to make sure that it's in your downloads directory before you install NL if you can help it. I had it in there and the new sims downtown thankfully have more normal names and aren't all Blazej, Komei, Aberjeet etc.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 15, 19:00:50
just out of curiosity do you place all the money trees at the same time?

I believe so yes, however I had been doing this since the game came out, some houses had whole farms of them I placed all at the same time, and never had this problem until University.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 15, 20:00:13
just out of curiosity do you place all the money trees at the same time?

I believe so yes, however I had been doing this since the game came out, some houses had whole farms of them I placed all at the same time, and never had this problem until University.

Yes and no, the crash/soundloop/freeze seems to happen when around 4-6 or more money trees reload at the same time.   Motoki, about the lots where your money trees have crashed - did you have any trouble getting back into any of them?


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 15, 20:17:59
Quote
LTWs are determined when a sim becomes a teen


I thought LTW's were determined when they become children.  I have been using their LTW's to determine what aspiration they are when they become teens.  They dont reroll when they become teens.  Is that a bug?  Im not complaining about it if it is, Im fine with it bc I usually dont have an idea what aspiration I want my kids to be. I have also had a wider variety since I started using it as a factor too
Do you have an old version of the LTW variety hack? The first verision had children with LTWs, the second fixed that.


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 15, 20:44:18
Gardeners can walk on plants. The issue isn't that they can't reach the plant, it's that they see it as "under" the house since it shares a square with the foundation. I think it should be treated as a bug, since it seems that the whole reason we have the half square plants is to match the half square foundations.

What about the rolling wants bug? If there is a handheld in the house with a teen, the wants almost constantly spin, even locked ones. I'm trying to read all these, but if that was mentioned, I missed it.


Title: Re: So what's been fixed in NL
Post by: IgnorantBliss on 2005 September 15, 20:44:48
I didn't see this mentioned yet, so, there seems to be a bug with sims getting wants about dead teenagers going to college, and those wants seem to be very persistent, too. Teenagers dying in the game is probably quite rare, so most players won't notice it. In my game, however, there have been a couple of tragic, premature deaths...


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 15, 20:49:09
yeah i had a teenager die from running with scissors... i swear i didn't know that.. that was very sad..
Anyway, the father wanted to ressurect her the stepmother wanted to create a zombie, but the wants of sending her to college vanished


Title: Re: So what's been fixed in NL
Post by: Ness on 2005 September 15, 21:05:50
about those money trees...

I've had everything between 2, and 8 money trees on a lot at the same time (I rarely only use one if I'm going to use them at all), all regenerating at the same time - and I've never had problems with audio (other than it's a bit loud some times when they regenerate!), and I've never had a game crash because of them.

could be that I'm just lucky, but could also mean that the problems with money trees comes from the computer, not the game

Ness


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 15, 21:10:12
Well not everyone seems to have the problem, but I've heard of others who have and if the problem is with the computer then all I can say is it never once happened for me before university ever and I've also never seen anyone else report having had the same problem prior to university. If it is a computer problem then university changed something which is conflicting with certain hardware setups, because it sure wasn't like that before.

I've pretty much given up the idea that it would ever get fixed because not everyone has the problem and it doesn't seem to be all that easily reproducible since we don't know what the common factor is for those of us having the problem.


Title: Re: So what's been fixed in NL
Post by: Brynne on 2005 September 15, 21:19:10
I have come out so my custom-content can be enabled.  I simply must see if the "No What's This" hack works (It's a GARAGE, you stupid woman). 

Amen to that. I had a sim drive his brand new black sports car to take Dina Caliente to a swanky nightclub. They both made a beeline for the first fence-post light and complained. And speaking of dating, I am really missing the Romance Mod. Makes me want to leave romance sims alone until it gets updated. Poor Justin (Bella's son, he's the baby in my avatar) couldn't get a minute alone with Dina. Since he's dated about every woman in Pleasantville, he was surrounded by angry people all night and getting slapped. There were people I couldn't figure out until I'd remember "Oh, Justin dated his daughter when they were teens...". He ended up in a bar alone. Of course I have pictures.
(http://i3.photobucket.com/albums/y62/Brynne14/Justindinadate.jpg)(http://i3.photobucket.com/albums/y62/Brynne14/Justinalone.jpg)

All of those sims watching are romance sims!

Back on topic, I am having a weird thing happen. Everytime I enter a lot, there are multiple tombstones. Some have the same names. All are platinum, even if the sim didn't die platinum. I delete them, move my sims to another lot, and more tombstones. I have a pic of that, too. Also notice the puddles in the street. They come with the tombstones. Two for each one.
(http://i3.photobucket.com/albums/y62/Brynne14/tombstones.jpg)


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 21:19:37
HatedMaxoid, I've read almost every post here lately looking for this and haven't seen it.  My problem is that when you move in a NPC, they are supposed to bring 1,000 with them.  The game says they do but the money never appears.  Has this been fixed in NL?

I believe they bring variable amounts of money with them now, depending on their job level and such.


Title: Re: So what's been fixed in NL
Post by: Brynne on 2005 September 15, 21:23:16
Meant to clarify about the tombstone pic above. That was after installing Nightlife, not a Uni bug. There are so many bug report threads I got all confuzzled.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 21:34:47
Ok, not to be a nuisance but, Maxoid, could something be done about the staricases, please? How is it that only one sim at a time can use the staircase to ascend or descend to the next storey of the house, yet those connecting stairs (the ones that has to be placed on a foundation/deck surface and are adaptable to elevation heights) aren't affected? If that's a design feature, well then, I'm sorry but that's dumb :P. Before JMP's 'lesswhiny' hack, I had to listen to my sims throwing (lots and lotsa) tantrums because somebody's already on the stairs and they can't use it. Of course I could easily replace those staircases with connecting stairs but that's not the point. So, please, can this be fixed? Please?

For normal stairs, the exit portal is in-use/occupied by the first sim.  For modular stairs, each section is a separate object that are linked together, so the sims think it is okay to keep walking.  I'll keep asking around to see if we can come up with something, but probably not for the patch(es).


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 15, 21:47:28
HatedMaxoid, I've read almost every post here lately looking for this and haven't seen it.  My problem is that when you move in a NPC, they are supposed to bring 1,000 with them.  The game says they do but the money never appears.  Has this been fixed in NL?

I believe they bring variable amounts of money with them now, depending on their job level and such.

I believe Striker is referring to the special NPCs e.g. postman, pizza delivery person and such like.  These characters should bring §1,000 when they move in however the cash is never added to the household funds.  Regular townies bring in varying amounts of cash without problems.


Title: Re: So what's been fixed in NL
Post by: ElviraGoth on 2005 September 15, 21:55:24
On the diagonal flower beds next to diagonal walls:

I have a Maxis house on a lot (NOT the Pleasant house) that has a bay window in the kitchen/dining room area.  There is a table and chairs next to it but not blocking the diagonal walls.  The gardener acually goes into the house and waters those diagonal flower beds FROM INSIDE!  The watering can pokes through the wall!  Or is it because there are windows there and they allow access to the flowers from inside?

Also something that is kind of funny but probably not by design:

When a child/teen comes home and cheers, and I send him/her to the swimming pool for fun right afterwards, if the parent was busy and I end the task they were doing, they will go get in the pool and stand on the water and cheer.  "OOH, great, you got an A+!  Now I can walk on water!"


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 15, 22:21:18
It looks like the piano and the fun for one day bug is fixed in the Uni patch.  Sorry for the confusion (had some conflicting information).


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 15, 22:42:32
re: Moving in service npcs

I always got the 1,000 from them. Mind you, I haven't tried since installing NL though.

re: half flower beds against diagonal walls

I've found if you turn on move objects and boolprop snapobjectstogrid false and move them just ever so slightly out a bit they work just fine and you really can't tell the difference to look at them. You can actually tell when you've moved it into a good spot because it goes from being darker and shaded (from the wall I presume) to lighter.


Title: Re: So what's been fixed in NL
Post by: HelloKit on 2005 September 15, 23:46:08
Quote
It's not a question of whether Uni is installed or not, the issue is that teens could get a LTW that they cannot fulfill if they decide to skip college.

I don't see where the problem is. Lots of LTWs have steps that need to be taken to achieve them. If a teen wants a Uni career, then they'll have to go to college... just like real life. :P


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 16, 00:28:47
Well I got Nightlife as a surprise earlier than I expected, so I decided to test the handheld with teen thing. No spinning wants, though he did meet himself. At least he got a few aspiration points from it. I wonder if he's atracted to himself...


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 16, 01:50:45
Quote
It's not a question of whether Uni is installed or not, the issue is that teens could get a LTW that they cannot fulfill if they decide to skip college.

I don't see where the problem is. Lots of LTWs have steps that need to be taken to achieve them. If a teen wants a Uni career, then they'll have to go to college... just like real life. :P
Maxoid, maybe you guys could do a poll in THE SIMS 2 Forum, to see the major oppinion of people, if they want these LTW or not.
However i do agree with HelloKit about the new Uni carrears LTW. Since these LTW are choosen when turning into a teenager, if a sim teen roll a want for one of the uni carrears, then it's up to the player to choose if he'll want to try achieve it or not. It's not like if the players wouldn't have a choice at all.

Actually, here's an even better possibility: If a teen who has a Lifetime want of a UNI carrear don't go to college, his/her LTW will reroll when turning into an adult


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 16, 07:47:32
I wonder if he's atracted to himself...

Well we have been asking for this aspect of real life to be represented in the game for a while now... ;)


Title: Re: So what's been fixed in NL
Post by: nenechell on 2005 September 16, 08:03:53
What about the maid getting stuck cleaning the fish tank?

I thought this was fixed in a base game patch.

I have both expansions and the patch for the base game.  My maids (or family members) got stuck so frequently cleaning the fish tank that I have stopped having them in my houses.  It was one of the decorative items I really enjoyed because it had more to it than just looking at it.  I sure hope that eventually this will get patched.

I admit that I have not yet acutally played the nightlife expansion, but I installed it tonight (thankfully without any problems) and explored downtown and started building a house with some of the new build features (LOVE the half walls, would love for there to have been doors or openings available for them), so I do not know if this problem still exists with Nightlife, but I will be sure to put one into play tomorrow to find out.

Thank you HatedMaxoid for all the information you have been providing us and for keeping track of this thread.


Title: Re: So what's been fixed in NL
Post by: Andygal on 2005 September 16, 08:12:21
I have been having a problem with some of my sims wants and fears dissapearing and being replaced by blank blue squares. I do not think this is the same as the blank icons bug because I cannot see any text when I move the mouse over the blank square. It is as if the want has dissapeared entirely. Some of my sims have ALL their want slots dissapeared. This sometimes rights itself eventually but it doesn't always. I do not yet know if this issue has been fixed with Nightlife as I have not played enough to see.


Title: Re: So what's been fixed in NL
Post by: sasha on 2005 September 16, 08:30:35
Hopefully I haven't missed it now when exactly is this NL patch coming out?


Title: Re: So what's been fixed in NL
Post by: Lerf on 2005 September 16, 08:35:11
Quote
Right now I'm really missing the Downtown Build/Buy hacks from Sims 1.....
Lerf, you are right, this is a very bad thing if it's true. i'll test it out today later. But here, you can workaround:
* Just enable the moveobjects on cheat and then go into reward mode and move that sim from there.(updated: this doesn't work)
* if you have university you can also type boolProp dormSpecificToolsDisabled false and the buy mode will be enabled.

And the boolprop doesn't work either.

It hasn't happened again, but I just put Meroloa's Mind Control Mirror on every lot in Downtown.  I checked, it works, and the controlling mind function doesn't have to appear in someone's queue, so that should enable me to 1. move the Sim, and 2. findo out what s/he is failing to do that's making her twitch.



Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 16, 11:41:40
Lerf, what didn't work? the cheat code didn't enable the buy mode or even in buy mode you weren't allowed to move stuff/sims?

So does anyone agree with me about the my previous post? about the carrears


Title: Re: So what's been fixed in NL
Post by: SciBirg on 2005 September 16, 12:58:18
Yes linolino, I agree with you. LTW for the new careers. And if it was possible to be able to add LTW yourself, that would be even better!


Title: Re: So what's been fixed in NL
Post by: Lerf on 2005 September 16, 13:18:14
Lerf, what didn't work? the cheat code didn't enable the buy mode or even in buy mode you weren't allowed to move stuff/sims?

So does anyone agree with me about the my previous post? about the carrears

Cheat code didn't enable buy/build. 


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 16, 15:05:50
Cheat code didn't enable buy/build. 

so it must be wrong.... let me check at snootysims..... (checking...)
ok here:
boolProp dormSpecificToolsDisabled [true/false]

Hum.. strange. this should work, it works for me when in community lot, however i haven't tested it with NL.
Are you sure you typed correctly? maybe instead of "false" as i said before, it should be "true" to enable it...
Or then again, this could be one of the cheatcodes that were disabled with NL...


Title: Re: So what's been fixed in NL
Post by: MaxisManiac on 2005 September 16, 15:12:11
Hey, HatedMaxoid (or anyone else), I have this Nightlife problem...

You see, in my Sims' Memrories, all of the icons are stretched. They look pixelly and a bit blurry. It's the same for some of the Career Wants/Fears, and also for the example Wants in CAS when picking an Aspiration.


Title: Re: So what's been fixed in NL
Post by: MokeyHokey on 2005 September 16, 15:22:47
Quote
boolProp dormSpecificToolsDisabled [true/false]

Hum.. strange. this should work, it works for me when in community lot, however i haven't tested it with NL.


But I have, and it doesn't seem to work now with NL.  :-\


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 16, 18:15:58
Hey, HatedMaxoid (or anyone else), I have this Nightlife problem...

You see, in my Sims' Memrories, all of the icons are stretched. They look pixelly and a bit blurry. It's the same for some of the Career Wants/Fears, and also for the example Wants in CAS when picking an Aspiration.

Perhaps you could post a screenshot.

We did upscale them for the thought bubbles, because they were too small for most people to see from a medium camera distance.


Title: Re: So what's been fixed in NL
Post by: C.S. on 2005 September 16, 18:17:54
For normal stairs, the exit portal is in-use/occupied by the first sim.  For modular stairs, each section is a separate object that are linked together, so the sims think it is okay to keep walking.  I'll keep asking around to see if we can come up with something, but probably not for the patch(es).

:(.... Thanks for making an effort though. Compared to real bugs, this is a minor, ok, not that minor (since sims use stairs several times a day) annoyance. Keeping my fingers and toes crossed until your "asking around" finally make something happen. ;D


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 16, 18:18:38
Quote
boolProp dormSpecificToolsDisabled [true/false]

Hum.. strange. this should work, it works for me when in community lot, however i haven't tested it with NL.


But I have, and it doesn't seem to work now with NL.  :-\

We did nothing (that I am aware of) to disable this in NL.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 16, 18:24:11
Hey, HatedMaxoid (or anyone else), I have this Nightlife problem...

You see, in my Sims' Memrories, all of the icons are stretched. They look pixelly and a bit blurry. It's the same for some of the Career Wants/Fears, and also for the example Wants in CAS when picking an Aspiration.

Here's a screenshot of mine.  Notice the lips no longer fit the box.

(http://i7.photobucket.com/albums/y291/PosieFlump/Nightlife/Memories.png)


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 16, 18:27:32
Hey, HatedMaxoid (or anyone else), I have this Nightlife problem...

You see, in my Sims' Memrories, all of the icons are stretched. They look pixelly and a bit blurry. It's the same for some of the Career Wants/Fears, and also for the example Wants in CAS when picking an Aspiration.

Here's a screenshot of mine.  Notice the lips no longer fit the box.

(http://i7.photobucket.com/albums/y291/PosieFlump/Nightlife/Memories.png)

That may be an issue here.  I'll see if I can get a bug filed and if we can fix it in time for the NL patch.


Title: Re: So what's been fixed in NL
Post by: HRH Posie on 2005 September 16, 18:45:32
Thanks very much :D


Title: Re: So what's been fixed in NL
Post by: CatGirl on 2005 September 16, 19:46:02
Piano - as designed

I could understand piano playing not being fun after a while but the piano itself?

Edit: sorry, finally got down to your answer in this L O N G thread!


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 16, 20:05:09
Piano - as designed

I could understand piano playing not being fun after a while but the piano itself?

I think I posted here earlier that was my mistake--it is not as designed and we have a fix for it in the patch.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 16, 20:09:08
Hey, HatedMaxoid (or anyone else), I have this Nightlife problem...

You see, in my Sims' Memrories, all of the icons are stretched. They look pixelly and a bit blurry. It's the same for some of the Career Wants/Fears, and also for the example Wants in CAS when picking an Aspiration.

Here's a screenshot of mine.  Notice the lips no longer fit the box.

(http://i7.photobucket.com/albums/y291/PosieFlump/Nightlife/Memories.png)

Thanks for letting me know about this.  I've fixed it and it should be in the NL patch.


Title: Re: So what's been fixed in NL
Post by: striker on 2005 September 16, 20:16:56
Most UN-Hated Maxoid,

I don't think i've seen where you've responded to this problem so i'll ask it.  Is there a planned fix for the Ask interactions? Seems a lot of the new interactions are giving crushes without us meaning for the target to have them. 

Also, you have to do a "low level flirt" to set the gender preference.  Doesn't this set the crush also?  I think there should be a way to set gender preference without having to worry about jealousy.

Thanks


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 16, 20:24:10
Most UN-Hated Maxoid,

I don't think i've seen where you've responded to this problem so i'll ask it.  Is there a planned fix for the Ask interactions? Seems a lot of the new interactions are giving crushes without us meaning for the target to have them. 

Also, you have to do a "low level flirt" to set the gender preference.  Doesn't this set the crush also?  I think there should be a way to set gender preference without having to worry about jealousy.

Thanks

There is no jealousy in "Check Out" and that will set the sim's gender preference.

As for all the Ask interactions giving crushes or what not, I might need a list.  Perhaps you could post at the official BBS using the bug form all the Ask socials that do this "improperly."


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 16, 21:34:18
Now for the "Have 100 first dates" lifetime want... This one gotta be the most impossible want of them all.... that one i sure thik should be a lot less... maybe 50 first Dates, because the date doesnt have to be good, just to be first.

I made another Pleasure Seeker today and she got the First Dates LTW, but in her case it was 50, not 100.  Are you sure yours was 100, because if it was that means there are two, one twice as many as the other, which seems a bit strange. 

Oh and Lilolilo (or was it Linolino?  Yes, I think it was) ... anyway, I totally agree with you, but I would because it was me raised the topic in the first place.  The more I think about this, the more unfair it seems.  Are we to assume that we will be subjected to this with every expansion?  Is that why nobody can be turned on or off by zombies, just in case the player doesn't have Uni?  So, when the next expansion comes out, what will be ignored?  Zombies, new careers, Uni-related stuff, vampires, turn ons/offs ... see the problem?  There has to be something done so that the game makes allowance for those who don't have the relevant expansion so that those with it can enjoy the game to its fullest.

And, let's face it, chances are it's the minority who don't have them all.  So why ignore the majority in favour of the minority?  I really do think thes new career LTW's should be added to the upcoming patch.  Our gameplay is seriously spoilt because they're not in there.  Also, we need more turn ons/offs.  Not only zombies, but what about aliens?  I also expected things like "Knowledge Sims", "Educated Sims", "Uneducated Sims", "Abducted Sims", "Sims with cars" "Rich Sims" ... the possibilities are endless.  It's a GREAT addition, but it's far too limited. 


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 16, 21:59:55
Personally I think it's much safer to not intertwine the EPs too much. In my opinion the idea of a new EP should mean NEW unrelated content not just an add-on or building off the previous EP. I think it's easier to build off the base game, expansion by expansion than it is to build one EP off another. The base game is the foundation, but if you had each EP as the foundation of the next then the whole thing would fall apart pretty quickly. Not sure if I made sense there…but the possibilities are endless, and at some point you have to cut down the amount of ideas on each expansion or you would never make progress or get an EP finished. Personally I appreciate the idea of not having to own every single EP, but rather just the base game. I would actually be pretty ticked if the only way I could get Nightlife or Business EP or whatever is if I owned the base and Uni and every expansion in between. Sure a lot of people may want to own them all, but I still think it should always first and foremost be each persons choice to own them all or not. Of course it would be an incentive if as they do on many console games owners of the previous EP/title got a little something extra in the next EP.

My personal concern is making sure that the base game is as bug free as it can possibly get. I certainly don't mind waiting a year or more between sequels etc, I already do this with platform games for the console…and books.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 16, 22:04:06
Most UN-Hated Maxoid,

I don't think i've seen where you've responded to this problem so i'll ask it.  Is there a planned fix for the Ask interactions? Seems a lot of the new interactions are giving crushes without us meaning for the target to have them. 

Also, you have to do a "low level flirt" to set the gender preference.  Doesn't this set the crush also?  I think there should be a way to set gender preference without having to worry about jealousy.

Thanks

We just fixed for the NL patch:
WhatAreYouGoodAt
WhatsYourJob
WhatsYourSign
WhatsYourTurnOnOff
WhatsYourWealth


Title: Re: So what's been fixed in NL
Post by: MaxisManiac on 2005 September 16, 22:08:36
Thank you, UnhatedMaxoid. Oh, and thanks Posie for posting that screenshot. At least I'm not alone.


Title: Re: So what's been fixed in NL
Post by: Ness on 2005 September 16, 22:09:32
just because each expansion pack is a separate foundation, doesn't mean that they can't rely on what's there in earlier expansion packs...

just look at sims 1 - you could have any or all of the expansion packs with no problems at all - if house party was installed when hot date went in, the house party content would be used in creating the downtown lots - same with unleashed - if it was installed, unleashed content would be used in creating both the downtown and vacation lots.  Also the dates in sims 1 - when you had vacation, you had the option of vacation dates, taking dates to old town when you had unleashed - different spells in makin' magic depending on whether you had unleashed or superstar...  there's always been cool little things that have popped up as the expansion packs interact, and I'm really hoping that this will continue in sims 2.  If each expansion pack is completely unrelated, then things will get very boring, very quickly - the interest often comes from seeing how later expansion packs build on what's already there and expand the entire game - otherwise your young adults in uni shouldn't be able to go on dates!

I still can't see the problem with having life time wants of uni careers - without uni, you don't have life time wants!  unless, night life will be giving non-uni people life time wants, in which case, surely there can be a check on which careers are available as it decides life time want?!


Title: Re: So what's been fixed in NL
Post by: MokeyHokey on 2005 September 16, 23:10:27
Quote
Quote from: MokeyHokey on Today at 11:22:47 AM
Quote
boolProp dormSpecificToolsDisabled [true/false]

Hum.. strange. this should work, it works for me when in community lot, however i haven't tested it with NL.


But I have, and it doesn't seem to work now with NL.  Undecided

We did nothing (that I am aware of) to disable this in NL.

Oh, I must qualify that!  I meant that it doesn't work as a "cheat" on downtown lots to enable buy mode.  I had to use it occasionally pre-NL to get out of a lot with the save/exit/buy/build options disabled for various reasons. :D  Haven't tried to use it properly, but I'm sure it works as intended. ;)


Title: Re: So what's been fixed in NL
Post by: Nadira on 2005 September 16, 23:42:00
Has anybody mentioned the cooking skill bug yet? You know, the one where a sim with maxed cooking skill gets a chance card from work that gives them two more cooking skill points, then they go senile and forget how to cook?

I had wrongly assumed this had been fixed with University. But no, and it seems it can even happen without chance card. I had a sim with all skills 10 (his LTW) and no problems for about 2 Sim-weeks lifetime, but now  suddenly he cannot cook anymore - spontaneously! I suppose since he was mostly doing the cooking for the family, he got himself further imaginary cooking points and thus the bug appeared. I think the bug is not mentioned often because not so many people have sims with 10 cooking points with the coocurrence (is that the correct word?) of chance cards or other ways to aquire even more points. The only 2 sims I had with 10 cooking points (one Pre-EP1, one University) both lost their ability to cook after some time without chance card and there does not seem to be a cure. Perhaps there are some more people who have made this experience, even if it is a rare happening (thats why I did not report it up to now) I would like to see this bug removed - like many other bugs mentioned in this thread:
I agree especially with the bodyshopclothesremoval-, randomcrush-, piano-, memoryspam- and overflow-issues!
Nadira


Title: Re: So what's been fixed in NL
Post by: ElviraGoth on 2005 September 16, 23:45:35
How about the ridiculous dance to accept delivery of groceries?  I get tired of that stupid delivery person walking all over the front yard while my sim either chases them down or stands like a dummy waiting to "dock" with the delivery person.

And I don't know if this is the way its always been, or if I just noticed it, but when my sims buy groceries, either by delivery or by going to community lot, they only get half of what they paid for.  On three separate lots now, with the top of the line fridges, capable of $300 storage.  Didn't matter if it was about half empty or they couldn't fix a meal due to a lack of enough food to make anything.  Just had one that was down to $3 in the fridge, bought $296 delivered, had the sim check right after putting groceries away and only have $148.  Another one went to a community lot, and I always have them check the fridge before they go so I know what they need.  Bought $200 but it only added $100 to the fridge total.

EDIT:  Or is it because there's a baby in the house?  I never thought that there might be space taken up for baby bottles and food.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 16, 23:56:45
Personally I think it's much safer to not intertwine the EPs too much. In my opinion the idea of a new EP should mean NEW unrelated content not just an add-on or building off the previous EP. I think it's easier to build off the base game, expansion by expansion than it is to build one EP off another. The base game is the foundation, but if you had each EP as the foundation of the next then the whole thing would fall apart pretty quickly. Not sure if I made sense there…but the possibilities are endless, and at some point you have to cut down the amount of ideas on each expansion or you would never make progress or get an EP finished. Personally I appreciate the idea of not having to own every single EP, but rather just the base game. I would actually be pretty ticked if the only way I could get Nightlife or Business EP or whatever is if I owned the base and Uni and every expansion in between. Sure a lot of people may want to own them all, but I still think it should always first and foremost be each persons choice to own them all or not. Of course it would be an incentive if as they do on many console games owners of the previous EP/title got a little something extra in the next EP.

My personal concern is making sure that the base game is as bug free as it can possibly get. I certainly don't mind waiting a year or more between sequels etc, I already do this with platform games for the console…and books.
Look people, you are all too excited and not thinking right. This thing about the interacting EPs is not this complicated.
If a EP has features dependant of previous EPs, it does't mean the you NEED that previuous EP;
NL could have turn ons and turn offs related to UNI, and it wouldn't be necessary for a player to own UNI.
The game could just make a check to see if the UNI EP is installed. if it is, it will show the adequate turn-on and turn-offs, if UNI isn't installed, it won't show them. it's very simple.
The same can be applied to other features and future EPs.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 17, 00:32:40
LOL, I wouldn't know where to start listing them all.  Some are obviously more important than others, but how about all the ones there are fixes for on this site?!  A lot of the time it's the little things that cause the main problems, such as stuck kicky-bags and cellphones.  I had a dorm that was practically unplayable and why?  There were about 149 stuck cellphones!!!  It was actually TwoJeffs who discovered this when looking at one of my error logs and he made an immediate fix for it - took him well under 24 hours.  Yet after 6 months there is no fix from Maxis?  The same with JM and the Greek amnesia problem, to name but one.  And if it wasn't for JM's townie/NPC amnesia fix (which I asked for in the first place), I would still be painstakingly copying out endless memories and having to replace each one individually with SimPE.  It's things like this that make the game so frustrating that we wonder why we are playing it.  

I for one could do with the extra money from a bit of the old beta-testing ... any offers???

I think we fixed the kicky-bag, but I'm not 100%.  As for stuck cellphones, I haven't heard anything about this.  Perhaps you could send an error log.

I'm sorry you are having problems.  We're working on it.

Stuck invisible Kicky-Bags still happen with Nightlife (blocked a sink in the kitchen, first lot that was played, during the first ever kicky-bag interaction after installing the EP  ::) I Hope the Nuke kicky-bag option on the lot debugger still works)

About Nightlife Bugs..

Dina offered Morty back to her place from a community lot downtown, she queued up the icon for the car but instead of getting in she would take a step forward, stop, take another step, stop, right up to the end of the street where she headed off in another direction doing the same thing.  Couldn't cancel out of it either, had to use boolProp/force error/reset to stop her. This happened every time I tried to get her to invite him home with her, gave up in the end.  Other car stuff seems to work well.

Nina & Nephew sit down for food, something wasn't quite right though, at the end of the meal they stayed sat down but there was no sound coming from her Nephew while he was obviously talking.  When SHE started to talk, his child voice could be heard instead.  It was like watching a movie with the sound out of sync..  Could this be related to whatever is causing the Karaoke problem (which I also have).


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 01:01:37
Stuck invisible Kicky-Bags still happen with Nightlife (blocked a sink in the kitchen, first lot that was played, during the first ever kicky-bag interaction after installing the EP  ::) I Hope the Nuke kicky-bag option on the lot debugger still works)

About Nightlife Bugs..

Dina offered Morty back to her place from a community lot downtown, she queued up the icon for the car but instead of getting in she would take a step forward, stop, take another step, stop, right up to the end of the street where she headed off in another direction doing the same thing.  Couldn't cancel out of it either, had to use boolProp/force error/reset to stop her. This happened every time I tried to get her to invite him home with her, gave up in the end.  Other car stuff seems to work well.

Nina & Nephew sit down for food, something wasn't quite right though, at the end of the meal they stayed sat down but there was no sound coming from her Nephew while he was obviously talking.  When SHE started to talk, his child voice could be heard instead.  It was like watching a movie with the sound out of sync..  Could this be related to whatever is causing the Karaoke problem (which I also have).

We are putting some extra kicky-bag fixes in the patches.

As for the karaoke problem, are you using 5.1 for your speaker setup? Try changing that and seeing if that fixes it for you.


Title: Re: So what's been fixed in NL
Post by: kathryn.mari. on 2005 September 17, 01:05:09
Has the problem with the Maxis Floor Lamp - The Tulip Lamp - been fixed?


Title: Re: So what's been fixed in NL
Post by: Havelock on 2005 September 17, 01:17:37
There is a mess with the Diplomas in Nightlife. I have a pre nightlife Family all 4 Sims are graduatet and have Diplomas now first i lost the Diplomas komplete. I have made a clean install and got a backup in my game before reinstalling Nigtlife i got all diplomas out of the reward folder. Installed nightlife new and voila all diplomas are there but assigned to one Sim he have now 4 diplomas insteed of one for each Sim. Had the same before in Campus i got my Diploma out in a Dorm and it was assigned to another Sim later.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 02:00:21
There is a mess with the Diplomas in Nightlife. I have a pre nightlife Family all 4 Sims are graduatet and have Diplomas now first i lost the Diplomas komplete. I have made a clean install and got a backup in my game before reinstalling Nigtlife i got all diplomas out of the reward folder. Installed nightlife new and voila all diplomas are there but assigned to one Sim he have now 4 diplomas insteed of one for each Sim. Had the same before in Campus i got my Diploma out in a Dorm and it was assigned to another Sim later.

We have a fix for this in the patch.  Apparently the diploma is in the inventory for the sim, but it's of a different type than what is recognized by the inventory panel.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 17, 02:18:24
Yes and no, the crash/soundloop/freeze seems to happen when around 4-6 or more money trees reload at the same time.   Motoki, about the lots where your money trees have crashed - did you have any trouble getting back into any of them?

Sorry I missed this before.

The answer is yes, the lot is hosed and I can't seem to ever get back into when I have a money tree crash. I end up having to move the family out.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 17, 02:21:25
Quote
It hasn't happened again, but I just put Meroloa's Mind Control Mirror on every lot in Downtown. 

Just as note, I've found the "selectable" option when you shift click on a sim while having 'boolprop testingcheatsenabled true' on actually does work now (it didn't with the original game or university), so you really don't need the mind control mirror or insimenator to make a sim selectable now.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 17, 03:23:56
Stuck invisible Kicky-Bags still happen with Nightlife (blocked a sink in the kitchen, first lot that was played, during the first ever kicky-bag interaction after installing the EP  ::) I Hope the Nuke kicky-bag option on the lot debugger still works)

About Nightlife Bugs..

Dina offered Morty back to her place from a community lot downtown, she queued up the icon for the car but instead of getting in she would take a step forward, stop, take another step, stop, right up to the end of the street where she headed off in another direction doing the same thing.  Couldn't cancel out of it either, had to use boolProp/force error/reset to stop her. This happened every time I tried to get her to invite him home with her, gave up in the end.  Other car stuff seems to work well.

Nina & Nephew sit down for food, something wasn't quite right though, at the end of the meal they stayed sat down but there was no sound coming from her Nephew while he was obviously talking.  When SHE started to talk, his child voice could be heard instead.  It was like watching a movie with the sound out of sync..  Could this be related to whatever is causing the Karaoke problem (which I also have).

We are putting some extra kicky-bag fixes in the patches.

As for the karaoke problem, are you using 5.1 for your speaker setup? Try changing that and seeing if that fixes it for you.

I'm afraid not, it's set to Stereo since I have 2 speakers and a bass uh..thing  ;)  That's good news on the kicky-bags though.


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 17, 03:39:23
Yes and no, the crash/soundloop/freeze seems to happen when around 4-6 or more money trees reload at the same time.   Motoki, about the lots where your money trees have crashed - did you have any trouble getting back into any of them?

Sorry I missed this before.

The answer is yes, the lot is hosed and I can't seem to ever get back into when I have a money tree crash. I end up having to move the family out.

That's what I was hoping to hear - hopefully you'll take that the right way  :D Mine had to be bulldozed as a result too.  Do you have NL?  I'm using 8 money trees that have reloaded around 5 times together so far.  No crashes yet, but don't get your hopes up as I've only had the game installed for a few hours.  I'll set up a lot with loads of trees next, if that doesn't kill it then we may be okay.


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 17, 06:14:27
Has the problem with the Maxis Floor Lamp - The Tulip Lamp - been fixed?
Yeah, I'd like to know that too. In case you aren't familiar with it, some people do not get all the options for redecorating the lamp, it looks like something uncolorable when you purchase it and you can't use the decorating tool on it. I have the same problem with the most expensive non four poster bed. I didn't even know I had a problem until someone made a fix for it.
Stuck invisible Kicky-Bags still happen with Nightlife (blocked a sink in the kitchen, first lot that was played, during the first ever kicky-bag interaction after installing the EP  ::) I Hope the Nuke kicky-bag option on the lot debugger still works)
Let us know if it does, to tide us over until we get the patch.

Also, are bonfires fixed? People were saying that when the bonfire is "out" the fire keeps burning, and even if you delete the bonfire, the graphics for the fire are still there, permanently. I've never even bought the bonfire because I didn't want to experience this.

By the way, the spawining of baristas appears to not be fixed.  I wrote down the number of char files in my neighborhood, went to a lot with a coffee bar (and I had been to a lot with one before, so any preliminary servers could be spawned if they wern't with instalation), and had no babies in my hood. When I was done with gameplay, I found one more char file in that folder than was there previously.
Looks like I'm back to juice bars on those lots.


Title: Re: So what's been fixed in NL
Post by: Ruann on 2005 September 17, 07:01:56
Has the problem with the Maxis Floor Lamp - The Tulip Lamp - been fixed?
Yeah, I'd like to know that too. In case you aren't familiar with it, some people do not get all the options for redecorating the lamp, it looks like something uncolorable when you purchase it and you can't use the decorating tool on it. I have the same problem with the most expensive non four poster bed. I didn't even know I had a problem until someone made a fix for it.

I can definitely say that this is not fixed.  I thought it was at first (actually got all options to appear at a house), but it was just cuz I got lucky on that load of the game.  Next house I loaded only had option for lamp bases and not for lampshades on that lamp.  For those not in the know, the problem is that the object has three items which can supposedly be "changed" in appearance (lampshade, base, and bulb), but the bulb can't really be changed, but being flagged as such, it causes it to flip out and ignore one of the other options since only two color change options ever appear at a time.


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 17, 08:08:47
the "selectable" option when you shift click on a sim

Shift-click!!  Ah that's what I haven't been trying :D


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 17, 08:09:46
That's because you are a round mound of gray fatness, Inge.


Title: Re: So what's been fixed in NL
Post by: Lerf on 2005 September 17, 09:37:57
Quote
It hasn't happened again, but I just put Meroloa's Mind Control Mirror on every lot in Downtown. 

Just as note, I've found the "selectable" option when you shift click on a sim while having 'boolprop testingcheatsenabled true' on actually does work now (it didn't with the original game or university), so you really don't need the mind control mirror or insimenator to make a sim selectable now.

Thanks I'll try it.

Meanwhile in other news I've found a new problem, I saw it reported elsewhere but thought I'd mention it here.   Cafeteria servers in dorms don't work right.  WHen I first went into the dorm there were two cafeteria workers, one of them a visitor and one of them the "working" cafeteria worker.  However, the "working" cafeteria worker won't work, or leave.   She stays there all day, goes to sleep in a student's bed if not deleted.   The "work in cafeteria" option drops out of queue.   Cafeteria worker comes back at usual time if deleted, but still doesn't work.

Note: my game is currently NOT hack-free.  TOmorrow I'll take out the hacks I just put in and see if that clears it up.


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 17, 09:44:50
That's because you are a round mound of gray fatness, Inge.

Love is a wonderful thing  :-*


Title: Re: So what's been fixed in NL
Post by: Process Denied on 2005 September 17, 09:47:42
I have read through this thread and must add my two cents.  I saw that the no inheiritance was mentioned, but what about the disappearance of the platimum tombstones.  I actually saw my last tombstone disappear.  It wasn't in an overpopulated neighborhood either.  Also, I have original families(in Veronaville) that are in their original houses where part of them age and part of them don't.  It is happening in 5 families--it doesn't even make sence.


Title: Re: So what's been fixed in NL
Post by: Process Denied on 2005 September 17, 09:57:21
Just remembered something when I was playing downtown.  Don was downtown on 5 dates and he couldn't ask to be seated any of the times.  Everytime the mouse would even get close to the waitress there would be an error.  Something about a missing string to the table or something like that.


Title: Re: So what's been fixed in NL
Post by: 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.  ???


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 17, 15:02:34
Has the problem with the Maxis Floor Lamp - The Tulip Lamp - been fixed?
Yeah, I'd like to know that too. In case you aren't familiar with it, some people do not get all the options for redecorating the lamp, it looks like something uncolorable when you purchase it and you can't use the decorating tool on it. I have the same problem with the most expensive non four poster bed. I didn't even know I had a problem until someone made a fix for it.
Stuck invisible Kicky-Bags still happen with Nightlife (blocked a sink in the kitchen, first lot that was played, during the first ever kicky-bag interaction after installing the EP  ::) I Hope the Nuke kicky-bag option on the lot debugger still works)
Let us know if it does, to tide us over until we get the patch.

Also, are bonfires fixed? People were saying that when the bonfire is "out" the fire keeps burning, and even if you delete the bonfire, the graphics for the fire are still there, permanently. I've never even bought the bonfire because I didn't want to experience this.

By the way, the spawining of baristas appears to not be fixed.  I wrote down the number of char files in my neighborhood, went to a lot with a coffee bar (and I had been to a lot with one before, so any preliminary servers could be spawned if they wern't with instalation), and had no babies in my hood. When I was done with gameplay, I found one more char file in that folder than was there previously.
Looks like I'm back to juice bars on those lots.

Sara, I'm happy to say that the 'Nuke kicky-bag' option works just like it used to :)


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 17, 15:07:36
That's what I was hoping to hear - hopefully you'll take that the right way  :D Mine had to be bulldozed as a result too.  Do you have NL?  I'm using 8 money trees that have reloaded around 5 times together so far.  No crashes yet, but don't get your hopes up as I've only had the game installed for a few hours.  I'll set up a lot with loads of trees next, if that doesn't kill it then we may be okay.

I haven't tried it yet, I'm afraid too lol. Thing is with those damned trees every time I tried to get them to do it, like setting up a dummy test lot money tree farm, I couldn't seem to get it to crash. But when I actually had accomplished a lot through several hours of play, you can bet it would crash on my and ruin the lot. :p I guess I should try again though.  :-\


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 17, 15:17:45
Quote
I haven't tried it yet, I'm afraid too lol. Thing is with those damned trees every time I tried to get them to do it, like setting up a dummy test lot money tree farm, I couldn't seem to get it to crash. But when I actually had accomplished a lot through several hours of play, you can bet it would crash on my and ruin the lot. :p I guess I should try again though.  :-\

Set up a test lot with a test sim rather than take the chance, it can happen on a custom lot just as well as any other.  I still haven't set up my test lot yet, it was getting pretty late but I think I'll do that right now.


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 17, 16:06:12
Ruann, I ment was it fixed in the patch that is upcoming.
Man I just got the slowdown bug for the first time. I was able to use the lot debugger to clear visitors, but every sim hour the problem reoccured. The first time the debugger cleared 30 visitors, the second time 45 and this last time it was 55. I just alt tabbed and checked my charecter files for the neighborhood. It shot up from 237 to 433!!! And simpe isn't working with Nightlife for me to clear the new charecters.


Title: Re: So what's been fixed in NL
Post by: radiophonic on 2005 September 17, 16:34:03
yeah i had a teenager die from running with scissors... i swear i didn't know that.. that was very sad..
Anyway, the father wanted to ressurect her the stepmother wanted to create a zombie, but the wants of sending her to college vanished

lmao! That happened to me as well. Of course, we shouldn't be surprised should we? I mean, they were RUNNING with SCISSORS!  :P

I'm off-topic *hides inside a stuck kicky bag*


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 17, 16:43:48
I'm off-topic *hides inside a stuck kicky bag*
Hell this is the longest thread I've ever seen here that stayed on topic for so long. I think everyone is behaving for the Maxoid's sake. Otherwise it would be about goats, the Carribean, and football. Oh yeah, and what the British slang for football is. I beleive it is soccer by the way.
This is by no means an encouragement to stray. Definately keep on topic so the Maxoid doens't leave for fear of a breakdown.


Title: Re: So what's been fixed in NL
Post by: Baddmark on 2005 September 17, 16:58:30
No no no! Most Brits throw a fit if you use the word soccer. To them, there is only one football, the one that has Beckhams and Rooneys and so on. They seem to forget about Rugby League Football, Rugby Union Football, Aussie Rules Football, Canadian Football and good old American Football. Go Panthers, by the way.  ;D


Title: Re: So what's been fixed in NL
Post by: dmchess on 2005 September 17, 17:14:30
Man I just got the slowdown bug for the first time. I was able to use the lot debugger to clear visitors, but every sim hour the problem reoccured.

If it was the 'missing entrance portal' slowdown bug, it'll keep recurring until the portal is replaced.  I don't know if the usual portal replacement kit (http://www.modthesims2.com/showthread.php?t=79045) works with NL, but I don't see anything in the thread saying that it doesn't...

DC


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 17, 17:18:16
No no no! Most Brits throw a fit if you use the word soccer.
yeah :D.
If it was the 'missing entrance portal' slowdown bug, it'll keep recurring until the portal is replaced.  I don't know if the usual portal replacement kit (http://www.modthesims2.com/showthread.php?t=79045) works with NL, but I don't see anything in the thread saying that it doesn't...

DC

Cool, ty. Never heard of this fix, other stuck people I got were on foot, so clearing visitors kept it gone.


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 17, 17:23:36
Well, although I have no singing sounds from my karaoke, no sound effects from bowling, and the Matchmaker brings totally unmatched dates no matter how much she has been paid, one thing has improved ... my water is now BLUE instead of red!  What a shame I deleted most of the ponds from my houses.  Talking of houses, anyone know anywhere to download ones with garages/driveways? 


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 17, 17:28:56
Ruann, I ment was it fixed in the patch that is upcoming.
Man I just got the slowdown bug for the first time. I was able to use the lot debugger to clear visitors, but every sim hour the problem reoccured. The first time the debugger cleared 30 visitors, the second time 45 and this last time it was 55. I just alt tabbed and checked my charecter files for the neighborhood. It shot up from 237 to 433!!! And simpe isn't working with Nightlife for me to clear the new charecters.

Oh Crap :(  I was thinking about putting crammyboys preventative back in a few minutes ago, looks like I'll have to now.  Let us know if the portal replacement still works with Nightlife please!

Nightlife broke something of Uni's, when a sim tries to make Chef Salad with the Mini-Fridge, the ingredients just up and disappear as soon as they are placed on top of the fridge.  Just gone completely.

Speaking of Uni & Bugs, will there be a fix for the dorm students where they 'want' something like Mac & Cheese, but unless they make it themselves it won't be fulfilled.  In other words eating the Cafeteria's food doesn't fulfill the food want.

On an unrelated note, driveways can be placed on dorm lots with the dormSpecificTools cheat.  My student has been quite happily zooming around campus and downtown with her cheap new car :)  Mind you I had to demolish most of her dorm room to make the drive fit in  :D Anyway, just popped out of the game to mention the broken fridge & wants thing, and now I'm heading back in, but before I go Soccer is the American word for our (british) Football.  American football is basically Rugby for pansies, and Rugby is not football at all.   :P


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 17, 17:39:25
Oh Crap :(  I was thinking about putting crammyboys preventative back in a few minutes ago, looks like I'll have to now.  Let us know if the portal replacement still works with Nightlife please!
Well, I would, but before I got that link, I was already in the process of bulldozing and replacing their house. So I can't test it yet, but will if/when I get the bug again.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 18:08:53
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...).


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 18:10:46
Man I just got the slowdown bug for the first time. I was able to use the lot debugger to clear visitors, but every sim hour the problem reoccured.

If it was the 'missing entrance portal' slowdown bug, it'll keep recurring until the portal is replaced.  I don't know if the usual portal replacement kit (http://www.modthesims2.com/showthread.php?t=79045) works with NL, but I don't see anything in the thread saying that it doesn't...

DC


We have a fix for the missing portal bug in the Uni & NL patch.  CrammyBoy helped us find it.  In the meantime, you can try to use his fix on MTS2.


Title: Re: So what's been fixed in NL
Post by: cyperangel on 2005 September 17, 18:27:45
Do you have an aproximate date for this patch to go live? I am starting to miss it a lot, after reading all 4 pages of bugs...


Title: Re: So what's been fixed in NL
Post by: katemonster on 2005 September 17, 18:30:49
I just want to add my voice to the clamor for Uni career LTW. The "design" logic on this makes NO sense. If a teen gets a want for a uni career, it is only by the player's CHOICE that that want will be unfulfillable (if the teen isn't sent to uni). So really, the want is not unfulfillable in ANY sense--all it means is you have to go to uni to fulfill it, which is perfectly reasonable! And yet--I had a lot of sims who were elders when I got uni--want to guess how many of them ended up with wants that were fulfillable? Just about NONE--because they all got career wants for careers they weren't in and couldn't get into (without JM's hack, anyway). And the designers didn't do anything about that!

Even if the teen-"unfulfillable" want were an issue (and if it is, why isn't the elder-unfulfillable want an issue?) there are so many ways around it that have been pointed out in this thread, all so far superior to the one that was chosen!

I do not mean to sound hostile at all as 1. it's not really all your fault and 2. I think you are beyond incredible for listening to all this complaining about bugs and bad design, as well, it's a huge job! I'd just really like to hear, considering the things I and others have pointed out about this, how this "design" really makes any sense and/or is better than any of the suggested alternatives...or why no one thought of any alternatives, or why they're impossible, or anything...


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 18:31:19
Do you have an aproximate date for this patch to go live? I am starting to miss it a lot, after reading all 4 pages of bugs...

Hopefully very soon, but I can't promise any dates (otherwise, people get very mad if we were late and call us liars).  We are still testing it.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 18:33:56
I just want to add my voice to the clamor for Uni career LTW. The "design" logic on this makes NO sense. If a teen gets a want for a uni career, it is only by the player's CHOICE that that want will be unfulfillable (if the teen isn't sent to uni). So really, the want is not unfulfillable in ANY sense--all it means is you have to go to uni to fulfill it, which is perfectly reasonable! And yet--I had a lot of sims who were elders when I got uni--want to guess how many of them ended up with wants that were fulfillable? Just about NONE--because they all got career wants for careers they weren't in and couldn't get into (without JM's hack, anyway). And the designers didn't do anything about that!

Even if the teen-"unfulfillable" want were an issue (and if it is, why isn't the elder-unfulfillable want an issue?) there are so many ways around it that have been pointed out in this thread, all so far superior to the one that was chosen!

I do not mean to sound hostile at all as 1. it's not really all your fault and 2. I think you are beyond incredible for listening to all this complaining about bugs and bad design, as well, it's a huge job! It just aggravates me to no end that this is repeatedly called "design" when thinking about it for thirty seconds reveals dozens of better solutions that are far more sensible...


I will continue to push on my side for Uni LTWs, but putting them back in will not be that easy, particulary because we need to retest all those things and translate all the strings in all the languages we support.


Title: Re: So what's been fixed in NL
Post by: Lerf on 2005 September 17, 18:36:07
Quote

Meanwhile in other news I've found a new problem, I saw it reported elsewhere but thought I'd mention it here.   Cafeteria servers in dorms don't work right.  WHen I first went into the dorm there were two cafeteria workers, one of them a visitor and one of them the "working" cafeteria worker.  However, the "working" cafeteria worker won't work, or leave.   She stays there all day, goes to sleep in a student's bed if not deleted.   The "work in cafeteria" option drops out of queue.   Cafeteria worker comes back at usual time if deleted, but still doesn't work.

Note: my game is currently NOT hack-free.  TOmorrow I'll take out the hacks I just put in and see if that clears it up.


Wasn't the hacks.  It's a pain. Somebody fix it!


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 17, 18:38:51
*gasp* You're here on SATURDAY Mr. Maxoid? Wow, I love your dedication! Can you... pretty please, take a look at this thread? http://www.moreawesomethanyou.com/smf/index.php?topic=611.0


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 18:39:12
Quote

Meanwhile in other news I've found a new problem, I saw it reported elsewhere but thought I'd mention it here.   Cafeteria servers in dorms don't work right.  WHen I first went into the dorm there were two cafeteria workers, one of them a visitor and one of them the "working" cafeteria worker.  However, the "working" cafeteria worker won't work, or leave.   She stays there all day, goes to sleep in a student's bed if not deleted.   The "work in cafeteria" option drops out of queue.   Cafeteria worker comes back at usual time if deleted, but still doesn't work.

Note: my game is currently NOT hack-free.  TOmorrow I'll take out the hacks I just put in and see if that clears it up.


Wasn't the hacks.  It's a pain. Somebody fix it!

Certain things get reset if they have been versioned, so it is likely that the dorm stove and the cafeteria had been changed in NL, but the reset did not do the right thing for your lot.  I would suggest removing the stove and deleting the worker, then putting a new stove there.  Hopefully that fixes your issue.


Title: Re: So what's been fixed in NL
Post by: katemonster on 2005 September 17, 18:40:57


I will continue to push on my side for Uni LTWs, but putting them back in will not be that easy, particulary because we need to retest all those things and translate all the strings in all the languages we support.
Quote

I understand that--just really want to know why someone thought it was a good idea to take them out in the first place, if it would make it so hard to put them back in later, when there are so, so, so many better solutions. And how come teens matter but not elders?

Sorry--I think I am just mostly frustrated about this because I know in my heart of hearts it is not ever going to be fixed, and I'm not even going to bother sending sims to uni anymore, because it's boring and repetitive, and since there are no LTWs for it it's really pointless.  :'( Sad, sad, sad.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 18:41:10
*gasp* You're here on SATURDAY Mr. Maxoid? Wow, I love your dedication! Can you... pretty please, take a look at this thread? http://www.moreawesomethanyou.com/smf/index.php?topic=611.0

Try looking on MTS2 for CrammyBoy's portal deletion fix.  We have a fix for this in the Uni & Nightlife patches (thanks to CrammyBoy's help).

You may need to recreate the portal (if you can) so that the NPCs stop spawning and waiting out of world.


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 17, 18:46:11
Yes, but I mean, can I delete char files #237-450? I had 237 files before I got the bug, no children were born, and then after I got the bug I ended up with close to 450. Is it safe to assume they are gardeners, and no one has a memory of meeting them, so I can delete them?


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 17, 18:49:28
Yes, but I mean, can I delete char files #237-450? I had 237 files before I got the bug, no children were born, and then after I got the bug I ended up with close to 450. Is it safe to assume they are gardeners, and no one has a memory of meeting them, so I can delete them?

It *should* be okay if no one was born.  Can you use the latest SimPe (QA version) and make sure all those new characters are from NPCs?  I don't want you to lose any data, so you may want to backup that neighborhood just to be sure.


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 17, 18:52:20
These are a few bugs I notice in Nightlife.

- At home, my Sims do not have the option to dance together anymore when the stereo is on, it was a great way to build relationship.  Also I don't know yet if it will make it impossible for my teens to get the "dance scholarship" (which was one I really like to get them) since they could only get dance points by "dancing together" with another Sim.  ???

EDIT:  A little update about this bug, while playing the "Smith" family in Strangetown, adult and elder have the option to dance together, but the teen did not have that option to dance with either the adult or elder, I have to check if the option is there if another teen is on the lot, it is still not normal since Teen were able to dance with adult and elder before I install Nightlife.

These are University bugs I wonder if they are fix or will be fix with a patch:

- The piano sounds in college take over all the other sounds except music, so I cannot hear what my Sims are saying to each other while they are either on a date or on college community lots :'( I decided to delete the piano on all the downtown lots it was on and in college too).  I sure hope this will be fix since it was the same thing in University and it was affecting all the musical instruments.

- There is a bug with creating barista expresso tender, everytime I go on a community lot in either college or regular neighborhood the game keeps creating new ones, it takes a lot of character place.

- Finally, the game did not create new townie teens even if I send them all to college.  Children that change to teens have no friends to bring back home from school or work unless I create teens myself.


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 17, 19:07:24
- At home, my Sims do not have the option to dance together anymore when the stereo is on, it was a great way to build relationship.  Also I don't know yet if it will make it impossible for my teens to get the "dance scholarship" (which was one I really like to get them) since they could only get dance points by "dancing together" with another Sim.  ???

Do you have JM's "nostrangerdance" hack? The option to dance together was gone from my game too until I took it out. As much as I find Smustle hilarious (that Thriller segment had me rolling!) they don't seem to learn the "Bust A Move" interaction from it.


Title: Re: So what's been fixed in NL
Post by: MissDoh on 2005 September 17, 19:21:40
- At home, my Sims do not have the option to dance together anymore when the stereo is on, it was a great way to build relationship.  Also I don't know yet if it will make it impossible for my teens to get the "dance scholarship" (which was one I really like to get them) since they could only get dance points by "dancing together" with another Sim.  ???

Do you have JM's "nostrangerdance" hack? The option to dance together was gone from my game too until I took it out. As much as I find Smustle hilarious (that Thriller segment had me rolling!) they don't seem to learn the "Bust A Move" interaction from it.

I don't have any custom stuff at all in my game, just MaxoidMonkey objects, I completely resetted the 3 pre-made neighborhoods by deleting "theSims2" folder in "mydocuments" after I install Nightlife to make sure it was a fresh start.  I will try and delete the stereo and replace it with a new one to see what it will do... sigh.... Thanks for your help, by the way I just love your picture  :)


Title: Re: So what's been fixed in NL
Post by: LK on 2005 September 17, 21:39:33
By the way, the spawining of baristas appears to not be fixed.  I wrote down the number of char files in my neighborhood, went to a lot with a coffee bar (and I had been to a lot with one before, so any preliminary servers could be spawned if they wern't with instalation), and had no babies in my hood. When I was done with gameplay, I found one more char file in that folder than was there previously.
Looks like I'm back to juice bars on those lots.

Were you using JM's hack at the time?  The reason I ask is because I've been using it, and have just assumed that it works because no one has said anything about it in the thread about hacks that do or don't work.  And I've been to more than a few lots with coffee bars on them--I hope I'm not screwed.


Title: Re: So what's been fixed in NL
Post by: amjoie on 2005 September 17, 23:41:52
I just had something odd happen. My male sim invited his live in love interest for a "just for fun" outing. He got in the car. She said that she was pregnant and needed to rest at home, and he left without her. At the first location, which was a restaurant where he intended to propose engagement to her, he was all alone. Since he had nothing to do alone at a restaurant, he left there to go to a poker place. Upon arriving at the poker place, his live in love interest got out of the car with him. So, seeing she had decided to join him, he got back into the car to go to a restaurant where he could propose. She said again she would stay at home and rest. He arrived at the restaurant alone, again. But, this time, he left and drove to another restaurant, where she once again got out of the car with him. They had their outing, and he successfully proposed. Then when it was time to drive home (I purposely cut the outing short, to make sure she wouldn't die downtown), she declined to go with him, saying she needed to rest at  home. Hmmmm. Anyway, once he got home, she was in the same spot she stood when she first declined his invitation. But a check on her relaitonships bar showed that she was indeed engaged, and she had memories of the outing. Her energy, etc, was depleted appropriately, also. The game obviously recognized that she had been on the outing with him. Verrrry strange ....


Title: Re: So what's been fixed in NL
Post by: Hairfish on 2005 September 18, 01:48:20
...the first cemetery on the list.
Specifically, "Gothier Green Lawns." I tried again last night, after posting. Still no luck. But I do have to correct myself on one thing:

Quote
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.
I can place objects on the lot, since Buy and Build mode are both activated; Live button is de-activated. Hitting "P" does not un-pause and activate the Live Mode button. I thought it might, but it doesn't.

I cannot save any changes, because the "disk" icon is deactivated, and clicking the "neighborhood" icon brings up the warning about using the phone. I took a screenshot.

(http://img.photobucket.com/albums/v177/Hairfish/cemeteryproblem.jpg)

Three attempts have been made using a drivable car (three different Sims); one with the Taxi. I can even enter the lot as if Sims lived there, which I shouldn't be able to do with a community lot...but when I get in, it's in Buy/Build mode as above. I CAN save changes made, however.

Quote
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...).
Did all that. It refuses to allow Live mode under any circumstances.

If I'm the only one having this problem, ignore me.  Sometimes I have bizarre quirks that no one else has in their game, but I've never experienced a lot of bugs that everyone else seems to have; i.e., after hearing a few low-Creativity Sims sing karaoke, I wish there were a way to disable their voices.  ;D (Btw, the animations are totally out of synch with the singing.)

I can live without being able to visit the cemetery, although my Goth-ish Sims will be disappointed, I'm sure.


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 18, 07:42:47
Were you using JM's hack at the time?  The reason I ask is because I've been using it, and have just assumed that it works because no one has said anything about it in the thread about hacks that do or don't work.  And I've been to more than a few lots with coffee bars on them--I hope I'm not screwed.
I'm not using any hacks until Mr. JMP opens up his nightlife code and looks at his hack code and declares it okay. I'll use juice bars until then.


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 18, 07:49:34
Yes Sara, some of my hacks are being reported as working fine by everyone, but I am opening up the code of each of them and comparing to the new nightlife code.  In most cases they were right, but in a couple of cases my hacks would be overriding more features than I originally intended, even though a player new to NL would not realise that.

I have told everyone not to use my hacks until I have passed each one fit.


Title: Re: So what's been fixed in NL
Post by: radiophonic on 2005 September 18, 13:07:00
Corrupted lot & cellphone - does this always happen? we haven't been able to reproduce this, so perhaps there are better reproduction steps?  it may be related to the greek amnesia problem though, which has been fixed

I can't be sure but it happened to me twice. It seems to be from other sims who are dead trying to call.

I had one sim who knew just about everyone in the city. Many of his friends died and I noticed that after time, he was unable to use the phone (or do anything else for that matter). Autonomous actions were fine, but user commands would disappear and he would 'jump' from place to place. I figured it was the lot and moved him into a new house but he was still 'broken'. I removed all of the phones and no luck. I had to kill him  ;)

Am I rambling? Yeah. I have a backup of the neighbourhood with the broken Sim in it but I doubt you want that. :P


Title: Re: So what's been fixed in NL
Post by: miramis on 2005 September 18, 13:37:41
That's what I was hoping to hear - hopefully you'll take that the right way  :D Mine had to be bulldozed as a result too.  Do you have NL?  I'm using 8 money trees that have reloaded around 5 times together so far.  No crashes yet, but don't get your hopes up as I've only had the game installed for a few hours.  I'll set up a lot with loads of trees next, if that doesn't kill it then we may be okay.

I haven't tried it yet, I'm afraid too lol. Thing is with those damned trees every time I tried to get them to do it, like setting up a dummy test lot money tree farm, I couldn't seem to get it to crash. But when I actually had accomplished a lot through several hours of play, you can bet it would crash on my and ruin the lot. :p I guess I should try again though.  :-\

Good news so far on the Money tree crash issue..

15 money trees were placed at the same time, and harvested around 3-4 times a day.  All trees are reloading together and not one crash has occurred so far.  The money tree test lot has been running for 7 sim days so far.  Also I've noticed that the deafening noise caused by many trees reloading together, that also used to be happen in Uni, no longer happens, perhaps the crashing was due to the overload noise?  I think Nightlife has fixed the issue, but I'm going to keep running the lot for a while anyway just in case I spoke too soon.  I would be interested in hearing the results of other peoples tests who have had the crashing during reload issue in the past (if you have nightlife that is).


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 18, 14:51:49
Miramis: That sounds like good news, I will have try them out although it will be more of a pain to harvest them without macrotastics, which to be honest, I really don't trust using just based on user reports. Which brings me to my other point.

Inge, thank you for actually taking them time to check into the code of your hacks and for doing it so quickly. I know a lot of people are saying this or that hack works just fine, but as you noted, we're all knew to Nightlife and they may be missing out on some options or interactions that they aren't aware of. I'd rather wait for the creators to give the green light themselves.

Also, if you check into any of Pescado's hack codes and find them to not cause conflicts can you let us know? In particular what's this is driving me up the wall and so is the damned phone, but we already know the phone that conflicts with some of the new interactions. :(


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 18, 16:13:08
Motoki I don't think I should comment on Pescado's code unless he invites me to.


Title: Re: So what's been fixed in NL
Post by: Andygal on 2005 September 18, 16:23:29
Oh plllleaase. I'm going to DIE without the Lesswhiny hack for 2 months! Somebody has to fix it or I will go INSANE from all the evil whining. The one hack I abolutely need and can't believe I got along without and it doesn't work with NL.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 18, 16:26:21
Motoki I don't think I should comment on Pescado's code unless he invites me to.

Oh :P on both of you then.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 18, 16:34:15
Hey Tom,

if you are still around do you think you guys could consider some patch for the homework to desk issue, they only recognize the oldest desk for some reason. You could five desks and they will forever only put the homework on the oldest desk (i.e. one desk and one desk only) It seems to me if the first desk is in use the next sim should search for the next available desk or surface for that matter rather than put it on top of the other homework on the desk or on the floor.

I realize this is concerning the base game but...well could you think about it?


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 18, 20:51:17
Yes, but I mean, can I delete char files #237-450? I had 237 files before I got the bug, no children were born, and then after I got the bug I ended up with close to 450. Is it safe to assume they are gardeners, and no one has a memory of meeting them, so I can delete them?

It *should* be okay if no one was born.  Can you use the latest SimPe (QA version) and make sure all those new characters are from NPCs?  I don't want you to lose any data, so you may want to backup that neighborhood just to be sure.
Worked great, thank you :).

Edit to add ~ Oh yeah, just remembered. Well another thread reminded me. What about the blank icons? I know after installing University a lot of people had a corrupted objects package and had to copy it from their University disk to their computer manually. Something wrong with the installer. Anyway, I've got that again, but only with six sims that are all permanent platinum college graduates. I have no other permanent platinum non graduates or college graduates who arent pp to compare and say it seems to be one of those states causing the issue. I tried to find an objects file on the Nightlife disk to use the University fix, but there is not the same kind of file that I can find. I don't know if I should use the University one, something tells me that would be a very bad idea.
So. Are blank icons fixed in the Nightlife patch?


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 18, 20:55:59
Inge, thank you for actually taking them time to check into the code of your hacks and for doing it so quickly. I know a lot of people are saying this or that hack works just fine, but as you noted, we're all knew to Nightlife and they may be missing out on some options or interactions that they aren't aware of. I'd rather wait for the creators to give the green light themselves.
I second that. Good modder! Good modder!


Title: Re: So what's been fixed in NL
Post by: daephene on 2005 September 18, 23:58:24
This thread is really long so I apologize if someone else said these things and I didn't read that post yet.  Anyway, I just wanted to add a few things I've noticed.  I haven't downloaded many patches because I have found workarounds using boolprop, which I hope will not come back to haunt me sometime.

Toasting: When a sim decides to toast, everyone on the lot gets the "toast" action at the end of their action queue and everyone will wait until every single person with that action lined up has a glass in their hand before toasting.  Visiting sims and sims who are acting on their own initiative will drop everything and rush over.  If you've instructed a sim to do something, you either have to manually tell them to drop it and rush over, or delete the "toast" action from the queue.  If they're not planning on doing it, the crowd won't wait. So when people are having problems, if it's that they're taking to long to toast, that's an answer.  If they're toasting too often, may I suggest that you don't let your playable sims participate (cancel the action whenever it appears) and have them distract the visitors with conversations or "ask to join" interactions as soon as a toast is done.  Note that the "watch" a birthday party action works the same way.

Babies: Babies can't age transition if hunger or hygiene is low.  You have to change the diaper or feed the kid first.  Occasionally whoever feeds them will then immediately do the age transition, but sometimes you have to manually put them back in the crib first.  I'm not sure, but I think there are other situations when a baby won't age.  Hard to tell without looking at their needs.  Anyway, if they don't age at 6, birthday cakes after 6 will not help.  They blow out the candles but nothing happens.  And the cake can't be eaten if the age transition didn't work.  It can only be cleaned up.  (This actually causes me more trouble than the final exam bug, which doesn't bother me anymore since I just click cancel when the error box pops up.)

Uni career LTW: As a note, forcing me to have, raise, and marry off six children is controlling my gameplay a lot more than forcing me to send the kid to college would be.  Falling in love with 20 different sims would also be.  I'd rather get the want for a uni only career than either of those two, even if I wasn't planning uni for that kid.  I'd also love it if they'd even out the career distribution.  Some careers are wanted only by one aspiration, while others have two or three aspirations that roll them up, causing the latter to occur more often.  I'm not sure how many more hall of famers, chiefs of staff and criminal masterminds Strangetown can handle.

Overdue pregnancies: I have never heard of anyone else getting this, but it is consistent enough that I am sure it's a bug, related to my style of play.  I play my houses in rotation, and save each at approximately midnight on the same day of the week (I'm a bit anal retentive).  So, for example, if Aiyana is in the last stage of pregnancy when I save her lot on Monday at midnight, by midnight on Tuesday the baby will not have been born.  This error has about a 99.9% reproducibility rate on my system.  If the baby has still not been born by midnight on Wednesday, I can exit the lot (saving also) and immediately re-enter, which causes the baby to be born within an hour.  I think it is possible to do this earlier on Wednesday, possibly once the baby is over 24 hours overdue.  (I don't keep track of what time of day they are due, I'm not THAT anal, but I have noticed it sometimes works to exit and re-enter earlier than midnight the second day) Also, if I save the lot during the middle stage of pregnancy (smaller bump) the baby may be born at the right time, but the mother never gets bigger.  She just stays in the middle stage for two days, and then has the baby.  There is definitely something about saving during pregnancy, or saving while mom's sleeping during pregnancy, that is causing this.  It almost killed a couple of sims.  I have recently started using boolprop to speed up the pregnancy, but I imagine that will come back to haunt me someday.  I don't know if this is related to the one where occasionally if you save during the first day of pregnancy the woman dies when you re-enter the lot (or when she wakes up next).  That one only happened to me once, while babies are overdue absolutely all the time.

Are they fixing the fact that you can't marry a cheerleader or mascot without making him or her playable first?

Note to someone who complained about dormies and the piano: If you try to talk to them they will stop.  By the time they complain about the tip jar being empty your sim will have forgotten they wanted to talk to them at all, but at least they stop playing.  Sometimes this works with researchers, but not always.

Visiting sims hiding in dorm rooms needs to be fixed.  I understand it adds challenge to the Greek thing, but in all other visitors it's annoying without purpose.  And if the dormie the room belongs to happens to go to class (thus locking the door)  before you coax your friend out, you have lost them until their needs bottom out and they leave.

On the fishtank: I have one house with a tank and everyone thinks the fish are dead (only option is restock) but they're still swimming around.  And it's dirty and no one can clean it.  Which is precisely the opposite of everyone else's problem where no one can stop cleaning it.

Meal sizes: Would it somehow be possible to let us dictate how many meals to serve? It makes no sense to make six servings for 2, 3, 4, 5, 7 or 8 people.  My kids live on muffins so their parents don't waste food. 

People spawned with boolprop: I should not have done this, but at one point while messing around on a lot I don't play I created two new teenagers.  I deleted them.  Now one of them keeps coming home with my kids from school, even though he doesn't exist, according to the "send teens to college" menu that lists all the teens in town.  I don't suppose there's much anyone can do besides tell me not to do weird things with the testing cheats enabled, but I thought I'd mention it.

And can anyone tell me (I'm new here and kinda slow sometimes) where to get Sim PE and how to use it to delete the fifty million extra deliviery guys that corrupted my one lot? I moved the family and deleted the lot, but what with the character file number issue I'd just as soon not have so many pizza guys.  Only two of them have ever been seen anyway.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 19, 04:11:00
And can anyone tell me (I'm new here and kinda slow sometimes) where to get Sim PE and how to use it to delete the fifty million extra deliviery guys that corrupted my one lot?
You bring up some good points. 

You can get SimPE here:  http://sims.ambertation.de/index.shtml


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 19, 04:47:36
one more thing to add about nightlife, if anyone can confirm this would be great. cause if it is really a bug, maybe it's included in the patch:

WooHooing in the photo booth doesn't create a memory. both sims were virgins and neither of them got the "first time ever" or the "first time with this sim" memories.


Title: Re: So what's been fixed in NL
Post by: MistressBoleyn on 2005 September 19, 04:50:54
one more thing to add about nightlife, if anyone can confirm this would be great. cause if it is really a bug, maybe it's included in the patch:

WooHooing in the photo booth doesn't create a memory. booth sims were virgins and neither of them got the "first time ever" or the "first time with this sim" memories.

Same here.  Had a sim woohoo with 2 different sims in the car and another in the photo booth, and still kept getting the "woohoo with 3 different sims' want.  Sure enough, there was no memory of the photo booth woohoo.  Strange, you'd have thought it would create quite the memory, seeing as every damn sim in the bowling alley (including Bella) was standing outside cheering them on. ;)


Title: Re: So what's been fixed in NL
Post by: dusty on 2005 September 19, 05:51:46
Sure enough, there was no memory of the photo booth woohoo.

My sims woohoo'd in the photo booth and got a "public woohoo" memory.  It still talked about how much fun clothes shopping was though.


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 19, 07:07:04
Babies: Babies can't age transition if hunger or hygiene is low.

Ok, this is the first time I've heard of this one.  If this is true it would explain a lot of problems people have with getting their babies to transition into toddlers.  Thanks for the info.

Quote
Uni career LTW: As a note, forcing me to have, raise, and marry off six children is controlling my gameplay a lot more than forcing me to send the kid to college would be.

Family Sims can get a want to graduate THREE children from college.  So what's worse, sending a single Sim to college so he can get into a career that's only available to college grads, or having to have three children, raise them, and play them all through to graduation before the parent can get their LTW?

Quote
Overdue pregnancies: I have never heard of anyone else getting this, but it is consistent enough that I am sure it's a bug, related to my style of play.  I play my houses in rotation, and save each at approximately midnight on the same day of the week (I'm a bit anal retentive).  So, for example, if Aiyana is in the last stage of pregnancy when I save her lot on Monday at midnight, by midnight on Tuesday the baby will not have been born.  This error has about a 99.9% reproducibility rate on my system.  If the baby has still not been born by midnight on Wednesday, I can exit the lot (saving also) and immediately re-enter, which causes the baby to be born within an hour.

Well, I *am* anal retentive enough to keep track of when the transitions are due. :)  It turns out that the transitions come 25 hours apart, not 24.  So if you have houses where the last transition was near midnight and only play for 24 hours, you might not play long enough for the final transition to having the baby born. This could explain why your babies are born after playing for another hour.

And if the game is saved between the time you hear the lullaby and the time the first bump appears, then the game is reloaded, it's likely that when you reaload the lot your newly pregnant Sim will die.  This includes both saving and exiting the lot and sending someone to a community lot during this period, which also saves the game.  Many people have given the advice not to save before the first bump shows.

Hook


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 19, 07:47:11
Visiting sims hiding in dorm rooms needs to be fixed.  I understand it adds challenge to the Greek thing, but in all other visitors it's annoying without purpose.  And if the dormie the room belongs to happens to go to class (thus locking the door)  before you coax your friend out, you have lost them until their needs bottom out and they leave.

In the meantime I have a hacked door at Simlogical that you can use to separate off the bedroom wing.  It only allows young adults and NPCs through.  So at least if your visitors are friends or family from your home neighbourhood you won't lose them into dormie rooms.


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 19, 07:50:32
I think we had a hack, "No Disappearing In Dorms", which disallows non-dormies from disappearing into rooms, never to be heard from again. It may or may not still function.


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 19, 07:53:05
And if the game is saved between the time you hear the lullaby and the time the first bump appears, then the game is reloaded, it's likely that when you reaload the lot your newly pregnant Sim will die.  This includes both saving and exiting the lot and sending someone to a community lot during this period, which also saves the game.  Many people have given the advice not to save before the first bump shows.

That's interesting. I save every simday at 0600 hours, plus once or twice maybe during the day if there are important events. I've had many pregnant sims and never had one die. I have also re-installed the game countless times, so I haven't just got lucky. I wonder if there are other factors that influence this outcome, given that many have commented that they've had pregnant sims die mysterious deaths.


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 19, 08:09:00
Newly pregnant sims only die if the game is saved and realoaded.  Simply saving the game isn't enough to trigger the bug.

Hook


Title: Re: So what's been fixed in NL
Post by: buddha pest on 2005 September 19, 08:15:33
Overdue pregnancies: I have never heard of anyone else getting this, but it is consistent enough that I am sure it's a bug, related to my style of play.  I play my houses in rotation, and save each at approximately midnight on the same day of the week (I'm a bit anal retentive).  So, for example, if Aiyana is in the last stage of pregnancy when I save her lot on Monday at midnight, by midnight on Tuesday the baby will not have been born. 
I've had this problem since the original game came out.

If I go too long without playing a house with a pregnant woman in it, she'll never give birth. I have to use boolprop to speed up the pregnancy.

Also, if I save the game while she's in the second trimester, and don't play that house for awhile, when I go back in that house, sometimes  she'll be full third-trimester fat when I go back in.


Title: Re: So what's been fixed in NL
Post by: C.S. on 2005 September 19, 08:32:47
It's all so, erm, so mysterious, is what it is, this sim dying mysteriously during pregnancy business. I've saved and reloaded before the first bump, only Darleen Dreamer died, but Darren was able to successfully plead for her. Apart from sticking to the no-visits-to-community-lots-till-the-baby-is-born rule, I've saved and reloaded during trimesters. I got an overdue pregnancy recently, sim won't give birth for about 3 days, panicked, used TOL&D to speed up her pregnancy and still nothing happened. Went back to a backup and played the lot all over again, except I played till she delivered before I left the lot.

Edit: On the subject of pregnancies, what about the one where it's a fake? You know, sim goes to work so not pregnant, but comes home with a very pregnant belly even though she never tried for a baby? I had this problem once, last year pre-Uni, but haven't had it since. Read about other people having had the same problem, but I didn't follow through to find out what caused fake pregnancies. Anyone has any insight?


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 19, 09:56:12
One thing that seems to be fixed is that the fridges used to be unusable after using the stay-objects shrub, so I had to make a patch to fix fridges.  With NL they seem to work ok after using the shrub without the patch.


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 19, 10:32:33
Newly pregnant sims only die if the game is saved and realoaded.  Simply saving the game isn't enough to trigger the bug.

Yes, I have reloaded lots with pregnant sims many times also. I don't always play a whole pregnancy, when I leave a family it's nearly always at 0600, I find it easier when I haven't played a lot in a while to have them all wake up in their own beds etc.

So I'll leave a lot whether or not a sim is pregnant, never known I shouldn't, not had problems to date *touching wood*. I don't use the inseminator ar any woohoo or pregnancy hacks from anyone.

In fact I'm about to load a lot where the sims is about to have her third baby (that damn 'graduate 3 children' want) ...


Title: Re: So what's been fixed in NL
Post by: MokeyHokey on 2005 September 19, 11:31:06
I have also never, ever seen the choking death.  I also never, ever send sims to community lots.  It's a waste of time since the advent of Pescado's clothing tool.  The theory that has to do with leaving the lot pregnant seems more likely than the one about saving and reloading, since I have quiet pregnancy installed and half the time I'm not even aware they are pregnant until she bumps out.   :-\


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 19, 11:56:42
Sure enough, there was no memory of the photo booth woohoo.

My sims woohoo'd in the photo booth and got a "public woohoo" memory.  It still talked about how much fun clothes shopping was though.
ok, was that in a community lot?
i think it creates the public wohoo memory since it is in the community lot, however i haven't got the "first time woohoo" memories for a sim when using the photo booth. so if your sim is virgin you may get the puclic woohoo memory, then when that saim gets home and woohoo in bed, he/shee will get the "first time ever" memory after the public woohoo..


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 19, 12:07:33
Yes, I have reloaded lots with pregnant sims many times also. I don't always play a whole pregnancy, when I leave a family it's nearly always at 0600, I find it easier when I haven't played a lot in a while to have them all wake up in their own beds etc.

So I'll leave a lot whether or not a sim is pregnant, never known I shouldn't, not had problems to date *touching wood*. I don't use the inseminator ar any woohoo or pregnancy hacks from anyone.

In fact I'm about to load a lot where the sims is about to have her third baby (that damn 'graduate 3 children' want) ...

Well it's by no means 100%, at least it wasn't for me, but I have had it happen 3 times to me and not just for pregnant sims either. It can happen to any sick sim, so cold, flu, food poisoning, myster disease from the science reward etc are also sims you may want to avoid sending to community lots or going to play other lots until they get better.


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 19, 12:18:32
Thanks Motoki, I'll certainly keep that in mind... though I've never seen this choking death...  ;)


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 19, 17:10:53
Hey Tom,

if you are still around do you think you guys could consider some patch for the homework to desk issue, they only recognize the oldest desk for some reason. You could five desks and they will forever only put the homework on the oldest desk (i.e. one desk and one desk only) It seems to me if the first desk is in use the next sim should search for the next available desk or surface for that matter rather than put it on top of the other homework on the desk or on the floor.

I realize this is concerning the base game but...well could you think about it?


I think I'm going to try to get another web form up on the official site for people to submit bugs.  It's getting a bit hard trying to cruise the forums on the multitude of websites.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 19, 17:15:11
1 - ok so, i had exactly that bug. i just noticed it yesterday, i placed some counters against the wall, and the sims who ate on the islands couldn't take their plates to wash them.

2 - There is still the bug of the photobooth not giving woohoo memories for first time with a sim and first time ever..


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 19, 17:21:19
I've tried to go through this entire thread, so pardon me please if this repeats something someone else has already said.

The following are Maxis design issues, not bugs per se:

My problem is the quirky way that counter islands have been programmed to work.  They should have been programmed to be islands only or islands/snackbars, not an unworkable mixture of both.

As islands, these counters work perfectly, but as snackbars, they do not.  The problem: dishes can be placed onto the islands from both sides of the counter, however, they can only be removed from the non-seating side.  This makes no sense.  When these counters are placed against the wall, Sims can serve food quite welll.  Yet, after they are done eating, the dishes cannot be cleaned up.  The dishes will sit and molder forever unless the "move objects on" cheat is used to clean them up.

Again, this doesn't make sense.  As someone who is very into the design aspect of this game, a working, logical and flexible kitchen layout is important to me. Properly working island counters are a big part of that.   I would love to see this corrected in the patch.


IN addition, would it be possible in CAS to zoom in or out on Sims as close or as far as you'd like without needing to change modes?

In other words, when picking clothes for a Sim in CAS, you can only zoom in up to a certain point.  When choosing accessories, you can only zoom out up to a certain point.  These distinctions between modes are unneccessary.  If a player is allowed to zoom all the way out and all the way in in both clothing and accessory modes of CAS, s/he could be able to see all the wonderful accessories that are being created such as earrings, purses, etc.  Without having to shift modes.

For example, creators have made purses and watches (all kinds of lovely things) for our Sims.  When picking one in the accessory section, you can't see it or determine if it's the one you want without coming out of the accessory mode because you can't zoom out enough.  (I hope that sentence made sense :)  )  If you've picked the incorrect item, back you have to go into accessory mode to choose another, then back out again to see if it's the one that you want.  This becomes very tiresome,  I can tell you.  As well, it feeds into the problem that I mentioned before about trying to find items in CAS because they keep switching around.

-- Cynna

As for the counters and other bugs, I'm going to try to get an official bug web form up so you can post your concerns there.

There is a file My Docs\Ea Games\The Sims 2\Cameras\CASCamera.txt that you can tweak so that the zoom level and what not change in CAS.


Title: Re: So what's been fixed in NL
Post by: ElviraGoth on 2005 September 19, 20:34:01
And if the game is saved between the time you hear the lullaby and the time the first bump appears, then the game is reloaded, it's likely that when you reaload the lot your newly pregnant Sim will die.  This includes both saving and exiting the lot and sending someone to a community lot during this period, which also saves the game.  Many people have given the advice not to save before the first bump shows.

That's interesting. I save every simday at 0600 hours, plus once or twice maybe during the day if there are important events. I've had many pregnant sims and never had one die. I have also re-installed the game countless times, so I haven't just got lucky. I wonder if there are other factors that influence this outcome, given that many have commented that they've had pregnant sims die mysterious deaths.

I read this somewhere and have been TRYING to duplicate the pregnant death thing, but I have not had any deaths caused by:
1) Saving and exiting during the first day of pregnancy, then playing the lot at another time.
2) Sending another family member to a community lot during a pregnant sim's first 24 hours of pregnancy.
3) Sending the pregnant sim to a community lot during the first day of pregnancy.

I have, however, had one or two that didn't get the first bump when they should have.  So I loaded another lot of a friend of the pg sim, had them invite her over, used the inSimenator to make her selectable, and after about a sim hour she popped out.  Then I made her unselectable again.  Exit, save, return to her lot, and within a sim hour she pops out.  Saves having to move her out and onto another lot so she'll have the baby.

But I have never had a pregnant sim die (and in this hood, since I read about this problem, about 30-35 pregnancies) and I have tried something with every pregnancy to see if I could get one to die.  No deaths while pg, none within hours after they have the baby.

I don't have any pregnancy hacks or do any "artificial inSimination" either.  All pregnancies are accomplished as nature intended, through woohoo.  ;)
The only thing I use the inSiminator for is to check on the status of the pregnancy.  I don't use boolprop, woolprop or any other prop (tongue thouroughly in cheek), hacks, or anything like that to make my sims pg.  In fact, I had one couple who I've had a devil of a time getting pg!  Took about 10 times trying for baby to get her knocked up!  (In fact, she's based on me, and all my ex ever had to do was hang his pants on the bedpost and I was pg.)

Oh, and I do have a couple of lots that I think are buggy and will eventually have to be bulldozed.  So I'm not even sure if its a buggy lot causing the pg death.

Probably a case of "custom content" (oh, don't start that again!)


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 September 19, 20:37:34
Someone up there said get sim preggers, save, go to neighborhood and I think and reenter (reaload - whatever that means) the lot?


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 19, 20:43:42
With respect, Maxoid Tom, may I suggest that if you have to make things easier for yourself, that you limit yourself to 3 specific forums.

I would have thought it was more appropriate to have a two-way feedback forum on the official site?  That would be just one place then.  I still don't understand why it's easier to get the attention of a Maxis rep on a fansite than on the main site.  Not that I am complaining - it's nice to be able to chat to one wherever :D


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 19, 21:04:27
My theory is that it's because all other less-awesome sites tend to be filled with screaming bene-beggars and it's impossible to get anything done. Also, it's pretty obvious why Maxis never gets anything done: Their employees spend 4 hours a day loitering on my site. No wonder nothing gets done. Maybe things would go faster if I banned him so he'd have to get back to work.


Title: Re: So what's been fixed in NL
Post by: Andygal on 2005 September 19, 21:32:14
I for one can say that I have saved and reentered the lot while a sim was pregnant many many times and I've never had any of them die *knock on wood*. I seldom send my sims to a community lot so I don't know about that.


Title: Re: So what's been fixed in NL
Post by: Brynne on 2005 September 19, 21:32:54
I hope MaxoidTom has a sense of humor...


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 19, 21:36:23
It's possible that simply saving the lot with a newly pregnant Sim and exiting, then immediately reentering will not cause problems.

Apparently the game thinks the Sim has had morning sickness for over 10 days, where death by disease normally occurs.  While normally morning sickness cannot last more than a day, something seems to be telling the game that it's been more than the normal period.

It may be that if you save the lot, then play other lots for a while, then go back to the lot with the newly pregnant Sim, the game thinks more time has passed for that Sim than just what you've played on that lot.  I tend to have lots where I'll play for a while, then quit and play another lot for a while, then eventually go back.  It's very likely that more than 10 days passed playing other lots.  I've only had the pregnancy death once, but after the first time I was very careful never to save between lullaby and the first bump.

I guess this is what I'm saying:  If you never save between lullaby and first bump, you'll never experience pregnancy death.  If you do save during this time, you *might* experience it.

Hook


Title: Re: So what's been fixed in NL
Post by: vecki on 2005 September 20, 02:16:06
Oh, anybody else able to see inside all of the dormies' rooms at University now with NL?  Is that meant to happen?

(kinda creepy, I think, I can see all of these dormies just... standing there in their rooms while the thought bubble says they're sleeping or having fun)


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 20, 02:31:45
That happened to me too. My Sims were at Uni when I installed NL and it somehow corrupted the Myne doors so it wasn't recognizing the rooms as belonging to the dormies. I bought new doors and used Merola's painting to have each of the dormies claim their rooms again. If you fix it this way, make sure to replace the doors one at a time or you'll spawn a new wave of dormies who come and claim them.


Title: Re: So what's been fixed in NL
Post by: JenW on 2005 September 20, 02:48:42
I've been able to see into the rooms in dorms too...I think it's causing some lag :P But...I noticed that when one of my two students moved out, the furniture in her room *does* disappear, as does she when she's in there. So I think the seeing stuff inside the rooms only applies to existing dormies, and new ones will act normally?

Jen


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 20, 02:57:06
It seemed that way, yes. When I accidentally spawned a new set of dormmates, the furniture vanished as it should have. I didn't quite know what would happen to the dormies that had already been living there though (would they leave since they didn't technically live there anymore?), so I exited without saving and did it one existing dormie at a time and the furniture vanished normally then too. I thought I could just let it go since my Sims were almost done with Uni, but one night of them all just standing there behind the doors totally weirded me out.


Title: Re: So what's been fixed in NL
Post by: jrd on 2005 September 20, 13:13:42
I have read through this thread and must add my two cents.  I saw that the no inheiritance was mentioned, but what about the disappearance of the platimum tombstones.  I actually saw my last tombstone disappear.  It wasn't in an overpopulated neighborhood either.  Also, I have original families(in Veronaville) that are in their original houses where part of them age and part of them don't.  It is happening in 5 families--it doesn't even make sence.

According to twojeffs and my own observations, one cause of tombstones disappearing is them being haunted by another ghost.

Twojeffs' ghost hack fixed this for Uni, but this is not yet NL compatible.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 20, 18:26:30
My theory is that it's because all other less-awesome sites tend to be filled with screaming bene-beggars and it's impossible to get anything done. Also, it's pretty obvious why Maxis never gets anything done: Their employees spend 4 hours a day loitering on my site. No wonder nothing gets done. Maybe things would go faster if I banned him so he'd have to get back to work.

If you want me to leave, just say so.

Currently I'm spending my time visiting community sites and making sure we attempt to plug the biggest holes.  The next expansion pack is going through a design phase, so my focus has been on the community, fire-fighting, and directing some engineers to address issues brought up here and on other community sites; most bug fixes are in scripts, so that is the domain of our game scripters.  The community expresses concerns that there is not enough communication, so I'm attempting to address that.  I can do that on another forum/website if you prefer.


Title: Re: So what's been fixed in NL
Post by: knitro on 2005 September 20, 18:33:55
Don't leave, we like having you here, its nice to know that you guys are actually listening to our concerns and giving us good feedback. :)


Title: Re: So what's been fixed in NL
Post by: JenW on 2005 September 20, 18:38:21
Noooo, don't leave Tom...That's just J.M. being, well, his usual cantankerous self :P

Jen


Title: Re: So what's been fixed in NL
Post by: radiophonic on 2005 September 20, 18:44:36
I've tried to go through this entire thread, so pardon me please if this repeats something someone else has already said.
The following are Maxis design issues, not bugs per se:

Or how about being able to ask your wife out on a date. lol, OK, it's not so funny but the interactions at the end of the date are a bit odd as your wife will treat you like your were someone else, compliment you on the date and then go out the back door to place flowers on her own doorstep. :P

The biggest aesthetic annoyance for me is that I cannot park in the street. I have to delete a large chunk of my home (only on the left side) to place a driveway. I can understand how this might affect the school bus or the car pool, but it makes me a little batty. ;)

Speaking of cars, it's comical when you have two in the driveway, send one to work in his/her car then park the other in the driveway (thus blocking the garage). When the sim comes home from work, they will magically appear in the garage instead of sitting in the street honking and screaming obscenities at the sim who is parked in the driveway.

Another thing that irks me is the fact that sims need to drive to get next door or across the street. Wouldn't it make more sense to "Walk Next Door" and while you're at the lot, "Walk back home"? I mean, sims walk by my home all day long.



Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 20, 18:51:22
Another thing that irks me is the fact that sims need to drive to get next door or across the street. Wouldn't it make more sense to "Walk Next Door" and while you're at the lot, "Walk back home"? I mean, sims walk by my home all day long.

Oh yes!  Those taxi drivers are real rip-off merchants.  My sim wanted to go to the shop *immediately across the road from her house*.  She had to call a Taxi, and it drove off right up the street presumably taking her the long way round just so it could charge more.   Seriously though I don't see why if you're going somewhere nearby you shouldn't be able to just send the Sims to the pedestrian portal and have them spawned at the portal of the place they are going.


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 20, 18:51:34
Or how about being able to ask your wife out on a date. lol, OK, it's not so funny but the interactions at the end of the date are a bit odd as your wife will treat you like your were someone else, compliment you on the date and then go out the back door to place flowers on her own doorstep. :P
If I go on a date with my husband, we talk about it when we come home. If I had a good time, I say so. We also (gasp) still give each other nice gifts, like flowers. He's even surprised me with flowers when there was no date or special occasion. Granted I see how a sim might place the flowers on a table inside if they life there, but I get my flowers by delivery guy, just like my man man didn't live here and just like I would have if we were dating.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 20, 18:58:44
Another thing that irks me is the fact that sims need to drive to get next door or across the street. Wouldn't it make more sense to "Walk Next Door" and while you're at the lot, "Walk back home"? I mean, sims walk by my home all day long.

I thought it was pretty funny to have them drive across the street.  Have you seen Toy Story 2?


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 20, 19:01:03
My theory is that it's because all other less-awesome sites tend to be filled with screaming bene-beggars and it's impossible to get anything done. Also, it's pretty obvious why Maxis never gets anything done: Their employees spend 4 hours a day loitering on my site. No wonder nothing gets done. Maybe things would go faster if I banned him so he'd have to get back to work.
Oh no.. don't shoo the Maxoids!
That's not true, they never did something like this, spending time in the forums, really communicating with us!! Actually is quite the opposite: they was always on work, so they didn't have time to speak to us.

I think something really great will come out of this new approach thei are doing


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 20, 19:02:32
Lol, well she was only supposed to be nipping across the road quickly, but I suppose having to wait for transport does remind you that you're virtually reloading the game when you go to another lot.  It's easy to forget now you can see the place from the lot you're in :)


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 20, 19:04:48
hey maxoid, do you have any news about that form you were thinking about putting in the TS2 site? is it for real?

oh and, can you have a look at the photobooth "not giving firt time" woohoo memories?


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 20, 19:09:46
Oh yes!  Those taxi drivers are real rip-off merchants.
Wouldn't they need to charge you money to be ripoffs?


Title: Re: So what's been fixed in NL
Post by: Gus Smedstad on 2005 September 20, 19:26:40
Wouldn't they need to charge you money to be ripoffs?
What they steal is time.  Not ordinarily a big deal, but since Dates and Outings are timed, sometimes it's important.  Certainly one of the advantages of owning a car is that you have less delay changing lots on Dates / Outings.

 - Gus


Title: Re: So what's been fixed in NL
Post by: cabelle on 2005 September 20, 19:30:05
My theory is that it's because all other less-awesome sites tend to be filled with screaming bene-beggars and it's impossible to get anything done. Also, it's pretty obvious why Maxis never gets anything done: Their employees spend 4 hours a day loitering on my site. No wonder nothing gets done. Maybe things would go faster if I banned him so he'd have to get back to work.
Oh no.. don't shoo the Maxoids!
That's not true, they never did something like this, spending time in the forums, really communicating with us!! Actually is quite the opposite: they was always on work, so they didn't have time to speak to us.

I think something really great will come out of this new approach thei are doing

I also appreciate this vast improvement in communication. Before this I was seriously going to wait before buying Nightlife (or any future ep), MaxoidTom's helpful communication with us has gone a long way in repairing my trust in Maxis. I sure hope it will continue.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 20, 19:42:11
hey maxoid, do you have any news about that form you were thinking about putting in the TS2 site? is it for real?

oh and, can you have a look at the photobooth "not giving firt time" woohoo memories?

I made a request for the web form and they are supposed to be working on it.  As for the photobooth, I'll ask around.


Title: Re: So what's been fixed in NL
Post by: Brynne on 2005 September 20, 21:06:22
Glad you're still here, MaxoidTom. JM's just cranky. And he has a long beard.


Title: Re: So what's been fixed in NL
Post by: cwieberdink on 2005 September 20, 21:27:43
Glad you're still here, MaxoidTom. JM's just cranky. And he has a long beard.

You forgot OLD, Brynne, Pescado is OLD and has a long beard. 

C ;)


Title: Re: So what's been fixed in NL
Post by: Brynne on 2005 September 20, 21:37:06
AND he lives in Montana.


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 20, 21:54:30
AND he lives in Montana.

Part of montanta 6 weeks away from the postal service. :p


Title: Re: So what's been fixed in NL
Post by: MutantBunny on 2005 September 20, 22:07:08
Just to get it established as a real fact: As a certified Maxiod Stalker (I follow him around and read all his posts everywhere) I know for a fact the Maxiod is online during all hours of the day and night, so he's not spending just his 'work hours' here. THAT"S dedication....and a bit crazy -- but really good for us :)


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 20, 22:13:12
You may want to read about what EA considers "normal work hours"

http://www.livejournal.com/users/ea_spouse/

The 9AM-10PM 6 days a week to prevent a crunch at the end is my favorite. (followed by changing it to 7 days a week when crunch time comes) With no compensation.


Title: Re: So what's been fixed in NL
Post by: MutantBunny on 2005 September 20, 23:47:24
Corporate BS at it's best.

I agree --that sucks. Which makes MaxiodToms efforts even more remarkable--he has often come online in the wee hours of the morning. His efforts may be an attempt to placate his horrible bosses, it may be that he worries about the financial plight of his family and it may be that he just wants us to be happy and shut the f#&^$& up and stop complainting about every little glitch (last option is my bet.)

I couldn't stand Sims2--the core game. And I screamed really loud about it too. :) It was simply unplayable until Pescado happened along and thank all Gods for him (I love Pescado, very funny smart guy.) Uni fixed that tho. I do feel that I paid for half a game with S2 and got the other half when I bought Uni. However, Uni has been fun for me. And NL is great fun so far.

My biggest complaint with the Sims 1 and 2 is : I hate when they take something away--they can add as much as they want but don't take stuff away, change stuff. 

I don't have a lot of the bugs other people have. Sometimes I feel almost cheated cuz I don't! Sometimes I wonder what the hell is wrong with my game that I don't have the bugs! (How sick is that??) And it may be that driving wonderment that makes me follow along behind him.

IMO, Corporations in general, not just in software, need to accept that people are HUMAN. Crporations obviously need to be forced into stopping the greed machine. Whatever it takes. I also think that EA needs to back off and give the Maxiods TIME.

I guess the moral to my tirade is:  I know he's online almost every night--sometimes twice a night. And it seems to me that whatver reason is driving him--he oughta get at least some appreciation for it.  So here I am trying to give what I can.
I know I really appreciate his efforts (and if I didn't, I'd hollar real loud about that too :).) I know he's answered lots of questions people have had thereby making their game enjoyable again.

We probably need to get back on topic, what's been fixed, or Pescado will be tearing off our lips....


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 21, 00:07:38
You may want to read about what EA considers "normal work hours"

http://www.livejournal.com/users/ea_spouse/

The 9AM-10PM 6 days a week to prevent a crunch at the end is my favorite. (followed by changing it to 7 days a week when crunch time comes) With no compensation.
Pssh. Excuses. EA can clearly see their products are not performing up to spec, and so people must work harder. Thus, hours increase. It makes perfect sense to me. Now if they double them again, perhaps we will have far fewer bugs.

Of course, EA doesn't seem to have a good grasp on morale management. Morale thus suffers as a result. What they need is more motivational aids to boost morale. I recommend stationing a bevy of beggars outside the offices. This should provide the proper encouragement and frame of mind. If they can't enter or exit the office without stepping over a few beggars, morale should improve. A fat man with a whip wouldn't hurt, either.


Title: Re: So what's been fixed in NL
Post by: RabidAngel on 2005 September 21, 00:18:31
LOL!
Here, here, Pescado...


Title: Re: So what's been fixed in NL
Post by: DuckSpeak on 2005 September 21, 00:24:03
(I love Pescado, very funny smart guy.)

Everyone loves Pescado, and Pescado hates everyone.  ;D

As for EA... it's nowhere as smart as WAR-MART with its ruthless efficiency.


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 21, 00:26:04
As for EA... it's nowhere as smart as WAR-MART with its ruthless efficiency.
I agree. The last time I was in a city and passed by a Wal-Mart, I was accosted by no less than 8 panhandlers. I'm sure there would have been more, but that was the maximum number of visitors allowed. Clearly, Wal-Mart knows how to inspire employee morale even as they pay them minimum wage.


Title: Re: So what's been fixed in NL
Post by: radiophonic on 2005 September 21, 03:55:52
If I go on a date with my husband, we talk about it when we come home. If I had a good time, I say so. We also (gasp) still give each other nice gifts, like flowers. He's even surprised me with flowers when there was no date or special occasion. Granted I see how a sim might place the flowers on a table inside if they life there, but I get my flowers by delivery guy, just like my man man didn't live here and just like I would have if we were dating.

Let me clarify: I meant that the interaction seemed awkward due to it having the same events occur when a sim takes a stranger out on a date. :P

*hands you some flowers*


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 September 21, 04:02:52
Hey MaxoidTom, you gotta read this. That thread MaxoidKane posted at TS2 forum, about setting the audio option to the highest, has nothing to do with the Karoke lack of voice problem. Also any other combination of audio settings also does not work. (stero, 4.0, 5.1, adio quality low, medium and high) the karaoke is the same way, no voice, just background music. someone has already made a custom hack that fixes this, so maybe you could analyse it. (http://www.moreawesomethanyou.com/smf/index.php?topic=662.msg24000#msg24000)

Oh, AND, together with the karaoke problem, there is other sounds that don't play: there is no sound of the bowling ball hitting the pins

Also theres a ridiculous bug about teenage vampire girls. their body skin is much more blue than their head skin. look at the picture here:
http://www.moreawesomethanyou.com/smf/index.php?topic=558.msg24363#msg24363


Title: Re: So what's been fixed in NL
Post by: MaxisManiac on 2005 September 21, 04:35:46
MaxoidTom, I have a serious problem with Nightlife. Ya see, there's this one lot, and everytime I load it up, everything is normal. After a few seconds, however, the two adult Sims disappear from the Sim Selection menu, along with their characters themselves. They are still alive, just removed from play. The Toddler, however, stays. If I save, and load it back up, they respawn in front of the house, only to disappear again.

Before that house, I had another Sim go downtown with the adult male of that family. His wife was there as well, and when the date ended, I had my Sim go home. I was suspecting the game thought those two Sims were still at that community lot (?). I dunno. Any ideas?


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 21, 22:31:15
MaxoidTom, I have a serious problem with Nightlife. Ya see, there's this one lot, and everytime I load it up, everything is normal. After a few seconds, however, the two adult Sims disappear from the Sim Selection menu, along with their characters themselves. They are still alive, just removed from play. The Toddler, however, stays. If I save, and load it back up, they respawn in front of the house, only to disappear again.

Before that house, I had another Sim go downtown with the adult male of that family. His wife was there as well, and when the date ended, I had my Sim go home. I was suspecting the game thought those two Sims were still at that community lot (?). I dunno. Any ideas?

Can you turn testingCheatsEnabled on and after they disappear?  Then look in your My Docs\EA Games\The Sims 2\Logs\OETreeDelete.xls and see what is deleting the sims?  You can also post the results here.


Title: Re: So what's been fixed in NL
Post by: MaxisManiac on 2005 September 22, 00:54:35
Alright, well, before I turned on testingCheatsEnabled true, I noticed in both adult's queues, they had abvout five things, all with the "Love Potion #8.5"'s icon in them. The man autonmously drank the love potion, and then went to ask his wife, Gina, about her turn-ons/offs. Anyway, I turned the cheat on, and then looked in that log file. (Right?)

I'm not sure what to look for, actually, but I found a bit at the end about the woman, Gina:

Object being deleted on tick   168471   :   Memory - EP2 - Attraction Marker   ID   385, in tree   Function - Main   ID   4097    on node   2    with object   Memory - EP2 - Attraction Marker   as me, and object   Memory - EP2 - Attraction Marker    as the tree owning object
Object being deleted on tick   168569   :   N004_User00181 - Gina   ID   546, in tree   Interaction - Use Love Potion   ID   8230    on node   5    with object   N004_User00181 - Gina   as me, and object   N004_User00181 - Gina    as the tree owning object, stack object   N004_User00181 - Gina   ID   546
Object being deleted on tick   168579   :   Emitter - Me So Sexy   ID   554, in tree   Function - Main - Track Sim - SG   ID   8196    on node   22    with object   Emitter - Me So Sexy   as me, and object   Emitter - Me So Sexy    as the tree owning object
Object being deleted on tick   169478   :   Social - What Turns You On/Off   ID   543, in tree   Function - Main - SG   ID   8193    on node   2    with object   Social - What Turns You On/Off   as me, and object   Social - What Turns You On/Off    as the tree owning object, stack object   Social - What Turns You On/Off   ID   543
Object being deleted on tick   169581   :   N004_User00181 - Gina   ID   543, in tree   Interaction - Use Love Potion   ID   8230    on node   5    with object   N004_User00181 - Gina   as me, and object   N004_User00181 - Gina    as the tree owning object, stack object   N004_User00181 - Gina   ID   543
Object being deleted on tick   169600   :   Emitter - Me So Sexy   ID   552, in tree   Function - Main - Track Sim - SG   ID   8196    on node   22    with object   Emitter - Me So Sexy   as me, and object   Emitter - Me So Sexy    as the tree owning object


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 22, 01:19:30
Alright, well, before I turned on testingCheatsEnabled true, I noticed in both adult's queues, they had abvout five things, all with the "Love Potion #8.5"'s icon in them. The man autonmously drank the love potion, and then went to ask his wife, Gina, about her turn-ons/offs. Anyway, I turned the cheat on, and then looked in that log file. (Right?)

I'm not sure what to look for, actually, but I found a bit at the end about the woman, Gina:

Object being deleted on tick   168471   :   Memory - EP2 - Attraction Marker   ID   385, in tree   Function - Main   ID   4097    on node   2    with object   Memory - EP2 - Attraction Marker   as me, and object   Memory - EP2 - Attraction Marker    as the tree owning object
Object being deleted on tick   168569   :   N004_User00181 - Gina   ID   546, in tree   Interaction - Use Love Potion   ID   8230    on node   5    with object   N004_User00181 - Gina   as me, and object   N004_User00181 - Gina    as the tree owning object, stack object   N004_User00181 - Gina   ID   546
Object being deleted on tick   168579   :   Emitter - Me So Sexy   ID   554, in tree   Function - Main - Track Sim - SG   ID   8196    on node   22    with object   Emitter - Me So Sexy   as me, and object   Emitter - Me So Sexy    as the tree owning object
Object being deleted on tick   169478   :   Social - What Turns You On/Off   ID   543, in tree   Function - Main - SG   ID   8193    on node   2    with object   Social - What Turns You On/Off   as me, and object   Social - What Turns You On/Off    as the tree owning object, stack object   Social - What Turns You On/Off   ID   543
Object being deleted on tick   169581   :   N004_User00181 - Gina   ID   543, in tree   Interaction - Use Love Potion   ID   8230    on node   5    with object   N004_User00181 - Gina   as me, and object   N004_User00181 - Gina    as the tree owning object, stack object   N004_User00181 - Gina   ID   543
Object being deleted on tick   169600   :   Emitter - Me So Sexy   ID   552, in tree   Function - Main - Track Sim - SG   ID   8196    on node   22    with object   Emitter - Me So Sexy   as me, and object   Emitter - Me So Sexy    as the tree owning object

Thank you, this has been very helpful.  I've got someone on it right now.

In the meantime, any potion may not be safe to use if you think your sim will complain about it using it (if pushing the interaction fails, the code will delete the sim erroneously).


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 22, 06:23:41
The last time I was in a city and passed by a Wal-Mart, I was accosted by no less than 8 panhandlers. I'm sure there would have been more, but that was the maximum number of visitors allowed.

This is one of the funniest things I have read in ages.  Not because it relates to Wal-Mart (which we don't have here, unless you count Asda which has been taken over by the Wal-Mart people and as a result gone all weird and American already, y'all), but because it's so incredibly sarky, dry, and ... well, BRITISH.  I swear Pescado is alive & well and living in the middle of the Yorkshire Moors.


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 22, 07:11:21
One thing I've just realised that hasn't been fixed is the extra graduation memory.  Since installing the expansion, I had a Sim move and it gave her a "Graduated Cum Laude" memory when she'd graduated "Summa Cum Laude" about 10 years previously.  I took it out in SimPE but the game insisted on putting it back in.  This is my 'self Sim', so there is no way I'm letting her have an inferior degree!!!  Another Sim who graduated "Magna" was given "Graduated" when she moved Downtown.  In both cases, these were the second moves since graduation, not the first.  It probably doesn't help that all the graduated Sims have lost their diplomas, together with their mobile phones.  On top of that, they don't even realise that they own phones, mp3 players and handhelds (esp. mp3 players) because they keep asking to buy them.  Several of mine have ended-up with two or three of them because I keep forgetting and give them one when they ask.

Incidentally, I thought there was going to be a patch in Nightlife but if there is, I received no notification that my game was being patched.  It said it was checking to see if my game was up-to-date and said it was immediately, there was definitely no patching occurring at that point.

Oops, just realised I've posted twice in succession in the same thread.  Might mean another set of lips going ...


Title: Re: So what's been fixed in NL
Post by: MaxisManiac on 2005 September 22, 14:57:21
Ancient Sim, I have that problem as well, and it gives all their relatives a memory too. I had one grandmother receive almost two pages of Graduation memories.

Another extremely annoying thing is the fact some memories are not being recorded. I had two furious Sims fight, and they became Enemies. Yet, the winner had no memory of ever becoming Enemies, but the loser did. (I'm sure this has been posted about before).


Title: Re: So what's been fixed in NL
Post by: Bane~Child on 2005 September 22, 15:34:54
Let me know which ones you are concerned about and I'll do some digging.

Well, there is the death of Sims interacting in play with Toddlers, specifically the Rabbit Head.  TwoJeffs became interested in our find and did some checking into this phenomenon.  He found that the game does not check for motive failure and so he came up with a fix to correct this.

Basically anything using the code for '0x85' (set to next Sim/Neighbor) that causes 'Too Many Sims Overflow'  - such as age transitions, final exams, going steady, Pollination Tech, corrupt death involving no tombstones or inheritence, birthday party wants, computer chatting, incorrect accounting for Secret Society friends causing no abductions, moving out bug.

Pregnant Sims unable to visit Community Lots without dropping dead.

Hopefully some of these have already been addressed with the upcoming release of the Stand Alone Patch, but you may wish to visit and compare notes with this thread (http://bbs.thesims2.ea.com/community/bbs/messages.php?&openItemID=&threadID=5de981ed22feb6b93b736153a3880b01&directoryID=62&startRow=1#f14ca7381d799ca97492f46e76fd92c3) at the official site (The Sims 2 BBS > Expansion Pack Discussions > University > "buglist version 7") where 135 bugs, glitches and the infamous critical overflows were identified.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 22, 16:17:44
Incidentally, I thought there was going to be a patch in Nightlife but if there is, I received no notification that my game was being patched.  It said it was checking to see if my game was up-to-date and said it was immediately, there was definitely no patching occurring at that point.

The game reads the latest objects.package and uses the latest executable.  There is no need to "back-patch" the old executable or the old scripts.  Code that was in Uni was brought forward and modified in NL.


Title: Re: So what's been fixed in NL
Post by: miclsimmer on 2005 September 22, 21:37:45
Quote
...  don't think has been mentioned yet. The ground cover or terrain paints used to  ...
...  dodgy there. If you even select the groundcover tool, without applying any to the  ...
...  up for me. That's how I first discovered the buggieness. I tried deleting the  ...
... , this usually corrupts the lot. These ground paints can not be removed even with the  ...
...  command to remove all groundcovers, the lot still saves with them. I  ...

As you can see this has been brought up before but I can not find anywhere where it is addressed as fixed, being fixed or live with it.

Terrain Paints or ground covers  when deleted or disabled are the cause of many game problems including  game crashes upon lot entry.

Please, if there is info on this I missed would someone point the way to it. Thanks


Title: Re: So what's been fixed in NL
Post by: ElviraGoth on 2005 September 22, 22:23:33
It's possible that simply saving the lot with a newly pregnant Sim and exiting, then immediately reentering will not cause problems.

Apparently the game thinks the Sim has had morning sickness for over 10 days, where death by disease normally occurs.  While normally morning sickness cannot last more than a day, something seems to be telling the game that it's been more than the normal period.

It may be that if you save the lot, then play other lots for a while, then go back to the lot with the newly pregnant Sim, the game thinks more time has passed for that Sim than just what you've played on that lot.  I tend to have lots where I'll play for a while, then quit and play another lot for a while, then eventually go back.  It's very likely that more than 10 days passed playing other lots.  I've only had the pregnancy death once, but after the first time I was very careful never to save between lullaby and the first bump.

I guess this is what I'm saying:  If you never save between lullaby and first bump, you'll never experience pregnancy death.  If you do save during this time, you *might* experience it.

Hook


Yes, it was my understanding that if the lot had been saved either by someone in the house going to a community lot or by saving and exiting the game that this happened IF the pregnant sim was between baby bells and first bump.  This is what I was trying to duplicate.  I have 12 families that I rotate play for 3 sim days at a time, and can usually only get through two, maybe three families each rl evening when I play.  So I might play the Red house on a rl Monday and not get back to them until rl Friday.  I may even see the pregnant but unbumped sim on a community lot or they might come home with another sim whose lot I'm playing.  I still have not been able to have a death occur from this.

But I have had sims that didn't get that first bump when I KNEW they were pg.  Couldn't get the "try for baby" option (even though they were still young enough to be able to), no bumps of any kind whatever.  Had to take them to another lot for the bump (and sometimes, the birth) to happen.  (Either move out or invite from another lot and make them selectable until a bump appears.)

So I wonder if this is the same thing but on a different level?  See, I don't have a pg death, but I occasionally have a pg no-show or no-birth.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 23, 00:42:25
Another bug that's been in the original game, in University, and still in Nightlife, is one where I believe it does matter if a Sim is outside or not (tested it at Maxis once, and it did matter). Have a two-story house (or more), and put Sim A on the ground floor, and Sim B on the first floor (or 1st and 2nd respectively, for you Americans, both Sims have to be inside). Select Sim A, it doesn't matter which floor the camera is at but it's probably most obvious if it's on the first floor. While keeping this sim selected, RIGHT-click the icon on the left of Sim B. This should make the camera follow the movement of Sim B, and so it SHOULD jump to the first floor, where Sim B is. However, the camera always seems to jump to the floor the selected Sim (Sim A) is on, the X/Y coordinates of the camera are correct (ie at Sim B's position). So after these steps, your camera will be at the X/Y position of Sim B, but at the floor (Z coordinate) of Sim A. This is WRONG.

I've submitted both bugs to Maxis through their bug submission form, but I thought I'd post it here as well. I've even talked to one of the programmers about the second bug personally during an event at Maxis in February 2005, but it still hasn't been fixed apparantly.
I've noticed this too, and it's annoying, especially when you have more than 2 stories.  Double clicking the sim's icon does not help.  I've also noticed it happening when a sim "bumps" up to the next trimester or gives birth.  The camera is supposed to automatically focus on her, but it doesn't always go to the right floor.  So I'll be playing, and all of a sudden my camera focus switches to a spot in the room directly underneath where she is, and I'm confused for a moment, until I realize that she is giving birth and switch floors real quick.


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 23, 04:48:25
I've noticed this too, and it's annoying, especially when you have more than 2 stories.  Double clicking the sim's icon does not help.  I've also noticed it happening when a sim "bumps" up to the next trimester or gives birth.  The camera is supposed to automatically focus on her, but it doesn't always go to the right floor.  So I'll be playing, and all of a sudden my camera focus switches to a spot in the room directly underneath where she is, and I'm confused for a moment, until I realize that she is giving birth and switch floors real quick.

Yup, I've always had this issue too.

Now the terrain paints and ground cover instability, resulting in corrupt & crashing lots has been mentioned again, I'd like to bump that up to MaxoidTom's notice and ask for a comment please.


Title: Re: So what's been fixed in NL
Post by: notovny on 2005 September 23, 11:02:48
The only bug I've had that hasn't been mentioned yet is that  the "Buy a Cell Phone" want is only fulfilled by having the Sim who has the want buy a cell phone.

I'd been using the inventory capabilities to shuttle one Sim in the house to community lots,  have her buy cell phones for all of her family members, then use the inventory capabilities to hand them out to her family when she got home. However the game doesn't recognize that her familiy has gotten Cell Phones in this fashion, and the want remains.


Title: Re: So what's been fixed in NL
Post by: cwykes on 2005 September 23, 12:11:18
Have any of the original maxis lots been updated to fix design errors? 

Some maxis lots have shrubs placed where the gardeners cannot trim them.  In the summerdream house and Consort Capp's mansion for example, gardeners spend the whole day stamping their feet because they cannot trim bushes or the hedge.  They leave having done almost nothing.  Have the actual default lots been fixed?  The shrubs must have been placed on slopes with moveobjects, the hedges are next to a slope the gardener cannot work on.   I remembered this one seeing the posts about the pleasantview flowers.  Another point - with their short working day, the gardeners can't actually get to everything in these elaborate gardens in one day anyway!   

I found a couple of other things in the original houses that weren't playable.  In the master bathroom in the monty ranch one of the objects isn't usable. One house also has a diagonal door you can't get through because there is a bed in the way.  that's in the summerdream house I think.  NB that summerdream house is a pain to play without a front door at the front - kids have to leave really early to catch the bus. 

Could you include some small community lots in the game for simmers with graphically challenged PCs?  We can't play the big lots without stamping our feet and shouting.  I guess that's a request not a fix, but thank you muchlovedmaxoid for listening


Title: Re: So what's been fixed in NL
Post by: cwykes on 2005 September 23, 12:22:38
re - "Headmaster - there are a few fixes in there for the Uni patch, hopefully they solve most of the problems"

I don't have Uni or NL!  will I be able to patch my game?  I have also seen a post from someone whose headmaster would never stay, who insists they didn't save after they called the headmaster.  He put a roof on his extension and the HM stayed.  (it's on MTS2, they only have 2 headmaster threads)"

re the stairs - - you lose the queue of actions as well.  If you tell simA to teach SimB something with a career object on a different floor, it will always fail, because the second sim can't get up or down the stairs.  aarrgh...

re the maid stuck putting cups in the dishwasher - I don't have Uni or NL, but I have the latest patch and it still happens.

I have seen posts from people with NL whose maid has moved in.  sounds like the old NPC slowdown bug to me reappearing in NL  they tell me they have no hacks...  could find links if required.

re - "As for the moving sims from one unrelated neighborhood to another, that's the way it was designed to keep the family tree intact, memories, etc.  Sorry.  The character files should be smaller, but I understand that they count towards the overall neighbor count--this has been fixed in the Uni patch as well as Nightlife."
Yes but what about me - I don't have either and my neigbourhood is large!
In case it matters, can I point out that the neigbourhoods often aren't unrelated exactly.  People move sims from one veronaville to another veronaville on a different PC.  They also download sims in lots from the Exchange created in the same neighbourhood they are playing.  I ended up with 2 identical sims with the same name after downloading from someone who'd moved a maxis townie in with her sim.  I think that adds to the confusion and memory problems.

disappearing sims is the worst NL bug I have read about on TS1 and TS2, though one simmer has a neighbourhood that is completely unplayable having installed NL


Title: Re: So what's been fixed in NL
Post by: radiophonic on 2005 September 23, 13:30:28
re the stairs - - you lose the queue of actions as well.  If you tell simA to teach SimB something with a career object on a different floor, it will always fail, because the second sim can't get up or down the stairs.  aarrgh...

This whole stairs issue is irritating, always has been. When will they learn to share the stairs so that we don't need to put two sets of stairs in their homes and hope that they can use them?  :D

I think a want should be added for toddlerss: "Learn how to walk on stairs"
That way, they'll be trained before they become adults in the fine art of stair walking and we won't have to listen to them complain all the time.
Or maybe, if simB can't get up the stairs because simA is on them, he should sit in the corner with a dunce cap on for 1 sim hour? :P


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 23, 13:50:07
Just use the modular stairs, and the no-route-fail patch :)


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 23, 14:03:04
Speaking of stairs, I have a problem that keeps occuring in my frat house at Sim State.  The Oresha something house that starts with Ashley, Castor, Kevin, and Joshua.  They are all graduated now and I have my own sims in it.  I had a heck of a time figuring this one out.  Every sim day the stairs, both of them, seem to get stuck in use and I have to delete them and replace wtih new ones.  Otherwise the sims will only use the downstairs bathroom and have thought bubbles about their path being blocked when they want to go upstairs to sleep, use the computers, play the instruments, or anything that is upstairs.  Interestingly, Sims already upstairs can still go down when this happens, but they can't get back up until I sell the stairs and replace them.  This is happening without Nightlife installed.  I can't for the life of me figure out why the stairs are getting stuck like this.  I don't have to use move objects to delete them.  And there are two sets of stairs, but they both get stuck.  I even tried using buyable fire to try to burn out whatever was blocking them, but all I did was kill two sims.  I didn't save that time.  :P  I would hate to have to destroy this house and replace it because I have spent so much time modifying it and getting it just right for my guys.  All of my sims boys come through here, and some of them are real brothers, not just frat brothers.  Anyway, I sure wish I knew what was causing this to continue happening.


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 23, 14:24:41
Stairs have two places they can be marked in use, at the top and at the bottom.  You know how sims are happy to pass each other in opposite directions but not go in the same direction at the same time?   I suppose an error occurred when one sim was going in one direction, and it skipped the line that takes off the in-use flag from one end while the other is still working normally.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 23, 14:38:15
A rather minor, but still somewhat annoying bug that still hasn't been fixed in NL is that the base for the university groover dresser is missing its recolor options although they do exist in the game files. Someone at N99 made a fix for this long ago.

http://p218.ezboard.com/fstarlightsimsfrm77.showMessage?topicID=42.topic

And for those who aren't members and can't view the message you can download the fix here:

http://www.pixelsims.com/exclusive/MaxisGroovyDressers.zip

I thought I came across some object in NL that really looked like it should have had recolors but didn't, but can't for the life of me remember what it was now.  :-\

[attachment deleted by admin]


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 23, 15:28:40
I've noticed this too, and it's annoying, especially when you have more than 2 stories.  Double clicking the sim's icon does not help.  I've also noticed it happening when a sim "bumps" up to the next trimester or gives birth.  The camera is supposed to automatically focus on her, but it doesn't always go to the right floor.  So I'll be playing, and all of a sudden my camera focus switches to a spot in the room directly underneath where she is, and I'm confused for a moment, until I realize that she is giving birth and switch floors real quick.

Yup, I've always had this issue too.

Now the terrain paints and ground cover instability, resulting in corrupt & crashing lots has been mentioned again, I'd like to bump that up to MaxoidTom's notice and ask for a comment please.

I was annoyed by the camera issue as well, but it was deemed minor compared to the other bugs which we had to fix.

As for the terrain paints and ground cover instability, this is the first I've heard of it.  Perhaps you could post some information using the web form I submitted earlier.


Title: Re: So what's been fixed in NL
Post by: Zoltan on 2005 September 23, 15:34:48
If you dont like stairs always cluttering up the place,  http://shaklin.sh.funpic.org/modules/news/
has a working elevator that works like a dream in ALL eps includinf NL
 ;D


Title: Re: So what's been fixed in NL
Post by: Kitiara on 2005 September 23, 15:35:27
Speaking of stairs, I have a problem that keeps occuring in my frat house at Sim State. The Oresha something house that starts with Ashley, Castor, Kevin, and Joshua. They are all graduated now and I have my own sims in it. I had a heck of a time figuring this one out. Every sim day the stairs, both of them, seem to get stuck in use and I have to delete them and replace wtih new ones. Otherwise the sims will only use the downstairs bathroom and have thought bubbles about their path being blocked when they want to go upstairs to sleep, use the computers, play the instruments, or anything that is upstairs. Interestingly, Sims already upstairs can still go down when this happens, but they can't get back up until I sell the stairs and replace them. This is happening without Nightlife installed. I can't for the life of me figure out why the stairs are getting stuck like this. I don't have to use move objects to delete them. And there are two sets of stairs, but they both get stuck. I even tried using buyable fire to try to burn out whatever was blocking them, but all I did was kill two sims. I didn't save that time. :P I would hate to have to destroy this house and replace it because I have spent so much time modifying it and getting it just right for my guys. All of my sims boys come through here, and some of them are real brothers, not just frat brothers. Anyway, I sure wish I knew what was causing this to continue happening.
I have recently developed this same problem. Mine is occurring in a house in a custom neighborhood and in the Pleasant house in Pleasantview. In both houses the stairs become unusable have to be replaced at least once a day. In the Pleasant house they can't go upstairs (down is fine). In 'my' neighborhood they can't go downstairs. Very frustrating. One Sim had to be saved from the grim reaper because he was starving and could not get to the kitchen (I was unaware there was a problem at that time). The Pleasant house will be bulldozed when I get around to it. I don't want to lose 'my' house though, they are on generation 14.

I have tried all of the different staircases; all break in the exact same way. I will try modular stairs next but have tried to avoid this as it will necessitate some structural renovations. Anyone know anything about this problem?


Title: Re: So what's been fixed in NL
Post by: miclsimmer on 2005 September 23, 16:08:13
MaxoidTom replication of Terrain Paint problem is quite simple....make some or download any lot with them  and use them on a lot.  Delete them or one of them  and see what happens to all  lots that have them.  Also try apppling just one without all being attached to lot or try to package a lot without them.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 23, 16:09:13
I have tried all of the different staircases; all break in the exact same way. I will try modular stairs next but have tried to avoid this as it will necessitate some structural renovations. Anyone know anything about this problem?
I think I will try the modular stairs since this is very irritating.  If that doesn't work I don't know what I'll do next.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 23, 16:10:20
MaxoidTom replication of Terrain Paint problem is quite simple....make some or download any lot with them  and use them on a lot.  Delete them or one of them  and see what happens to all  lots that have them.  Also try apppling just one without all being attached to lot or try to package a lot without them.

Can you be sure to post more information on the official web form?


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 23, 18:02:27
I think I will try the modular stairs since this is very irritating.  If that doesn't work I don't know what I'll do next.

The very first thing I do whenever I play a new lot is to remove the standard stairs and replace them with modular stairs.  Sometimes this requires surgery on the lot to allow the modular stairs to fit. 

Standard stairs only allow one Sim at a time in each direction.  I've tested it with three Sims going up and three going down at the same time with modular stairs.  I even saw four Sims going in one direction once, but I can't verify that one.

I'm not sure what might be blocking your stairs after 24 hours. It sound suspiciously like the "piano isn't fun after 24 hours" bug where some data gets corrupted after that time.  "Working as designed"... but Maxis changed their minds after being shown exactly why it's a bug, not a feature.  Maybe MaxoidTom understands our frustration now.  And with NO feedback loop on the feedback form, there will be no way to tell Maxis why it's a bug, not a feature, using the official form.  Not that the modders, who are the best ones to tell Maxis why it's a bug, will be using the form;  they'll be too busy fixing the bugs. *sighs*

Hook


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 23, 18:07:41
I'm not sure what might be blocking your stairs after 24 hours.

I don't think the in-use flags usually have a time out feature.  They're meant to clear up in the Standard Exit functions. Usually an object also resets when it has errored.   But if the in-use flag isn't reset by the init function, they could stay marked in-use.


Title: Re: So what's been fixed in NL
Post by: gali on 2005 September 23, 18:17:57
I always put two sets of stairs in each house, and never have a problem such "in use", or sim complaints. May be the simulator shows it's "frustration" of putting only one set of stairs?...:)


Title: Re: So what's been fixed in NL
Post by: Ancient Sim on 2005 September 23, 18:25:07
One thing I haven't seen mentioned anywhere is the fact that when YA's have a graduation party, the memory is just "Had a Great Party" or "Had a Lousy Party", not "Had a Great Graduation Party" or "Had a Horrible Graduation Party".  I have to go into SimPE and alter these, including all the invisible ones they pass on.  Similarly, they NEVER ask to have a graduation party, only a normal one or a sports one.  They spring these up as soon as they graduate, so it's obviously meant to be a request for a graduation party, but it never is.  I haven't had a party since installing NL so I don't know if it's been fixed, but somehow I doubt it.

As for the stairs, this happened to me shortly before installing NL in one of the Maxis-made original houses, the one with the gazebo at the bottom of the garden.  All the Sims can come down the stairs no problem, but they couldn't go up, they insisted their path was blocked (and no, it wasn't a kicky-bag or a cellphone).  The only solution was to replace the stairs.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 23, 20:03:30
I'm not sure what might be blocking your stairs after 24 hours. It sound suspiciously like the "piano isn't fun after 24 hours" bug where some data gets corrupted after that time.  "Working as designed"... but Maxis changed their minds after being shown exactly why it's a bug, not a feature.  Maybe MaxoidTom understands our frustration now.  And with NO feedback loop on the feedback form, there will be no way to tell Maxis why it's a bug, not a feature, using the official form.  Not that the modders, who are the best ones to tell Maxis why it's a bug, will be using the form;  they'll be too busy fixing the bugs. *sighs*

Hook


It is not a matter of "changing our minds."  I was told the wrong information about the piano being "as designed" and have since corrected myself.

As for the web form, we can only reliably fix things with good information--if those knowledgeable about such things fail to give us the information, it will make it very difficult to fix things we cannot reproduce.  I'm sorry you feel frustrated--I am as well.  A feedback loop would be nice in theory, but I can only imagine how it would turn into a forum for arguments and ranting.


Title: Re: So what's been fixed in NL
Post by: U_Dog_U on 2005 September 23, 20:17:05
I have tried all of the different staircases; all break in the exact same way. I will try modular stairs next but have tried to avoid this as it will necessitate some structural renovations. Anyone know anything about this problem?
I think I will try the modular stairs since this is very irritating.  If that doesn't work I don't know what I'll do next.

I just placed the Holy Smoke stairs indoors next to a wall. Before, I had to remove the wall, place the stairs, then replace the wall.  They still need four free tiles above them though.


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 23, 20:33:34
"Working as designed"... but Maxis changed their minds after being shown exactly why it's a bug, not a feature.

It is not a matter of "changing our minds."  I was told the wrong information about the piano being "as designed" and have since corrected myself.

Tom, don't get me wrong.  I love the game, I love the work y'all are doing, and I have the highest respect for you and for your continued presence here.  I frequently get accused of being a fanboy, with several games.  In any given argument, I will almost always take the game company's side.

But I also have 30 years programming experience, retired as a professional programmer about 5 years ago.  My last job was with a game company.  So I understand the problems, and how they occur.

When someone at Maxis reads a bug report that says, "The piano stops being fun after 24 hours", and immediately decides "working as designed", the bug report goes to the bit bucket.  It takes someone like the modders to figure out exactly WHY it's not "working as designed" and point it out.  When I wrote "Maxis changed their minds" above, I wasn't referring to you at all, but to the QA management people who originally declared "working as designed" when it wasn't.  *Someone* in charge at Maxis originally decided "working as designed" and it wasn't you.  And further information caused them to change their mind.

I also understand your frustration.  My last major project (after I retired) was a scenario creator for a Napoleonic wargame, as the one built into the game was crud.  I had a much smaller audience than you do, but at one point I declared that if I got ONE MORE DEMAND for changes and new features I was going to delete the source code.  I think this put things in perspective with the user community.  Unfortunately, Maxis doesn't have that option. :)

I don't know if anyone else has mentioned this, but you are doing a great job.  And this comes from someone who is not only a gamer, but has been in your shoes before.  Thanks from the bottom of my heart.

Hook


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 23, 21:11:46
MaxoidTom replication of Terrain Paint problem is quite simple....make some or download any lot with them  and use them on a lot.  Delete them or one of them  and see what happens to all  lots that have them.  Also try apppling just one without all being attached to lot or try to package a lot without them.

Can you be sure to post more information on the official web form?

Yes, I'll do that tonight. However the bug explanation has been simply and clearly defined here.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 23, 22:37:42

Tom, don't get me wrong.  I love the game, I love the work y'all are doing, and I have the highest respect for you and for your continued presence here.  I frequently get accused of being a fanboy, with several games.  In any given argument, I will almost always take the game company's side.

But I also have 30 years programming experience, retired as a professional programmer about 5 years ago.  My last job was with a game company.  So I understand the problems, and how they occur.

When someone at Maxis reads a bug report that says, "The piano stops being fun after 24 hours", and immediately decides "working as designed", the bug report goes to the bit bucket.  It takes someone like the modders to figure out exactly WHY it's not "working as designed" and point it out.  When I wrote "Maxis changed their minds" above, I wasn't referring to you at all, but to the QA management people who originally declared "working as designed" when it wasn't.  *Someone* in charge at Maxis originally decided "working as designed" and it wasn't you.  And further information caused them to change their mind.

I also understand your frustration.  My last major project (after I retired) was a scenario creator for a Napoleonic wargame, as the one built into the game was crud.  I had a much smaller audience than you do, but at one point I declared that if I got ONE MORE DEMAND for changes and new features I was going to delete the source code.  I think this put things in perspective with the user community.  Unfortunately, Maxis doesn't have that option. :)

I don't know if anyone else has mentioned this, but you are doing a great job.  And this comes from someone who is not only a gamer, but has been in your shoes before.  Thanks from the bottom of my heart.

Hook


Thank you for your post.  If it weren't for community members speaking up, then we wouldn't have known about several issues that have been raised here and on other websites.  We test the heck out of the game, but even if we had a QA team numbering in the hundreds, it doesn't even compare to the hundreds of thousands of people playing the game when it gets released.  But hopefully all this discussion will mean that the game becomes better and more stable.


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 23, 22:43:28
I tried deleting my thumbnails folder for missing icons, it worked on the first house I played, but it was back the second time I played that house and in other houses as well. Also when I did have my icons back, my graduates were still missing their uni want slots.
I have no idea how to submit for this bug properly, I have no suggestions for how to replicate it. The only thing I did to cause it was install nightlife, the bug was instantaneous.


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 23, 23:27:48
I tried deleting my thumbnails folder for missing icons, it worked on the first house I played, but it was back the second time I played that house and in other houses as well. Also when I did have my icons back, my graduates were still missing their uni want slots.
I have no idea how to submit for this bug properly, I have no suggestions for how to replicate it. The only thing I did to cause it was install nightlife, the bug was instantaneous.

Can you try restoring your objects.package file from the NL installation disk?


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 24, 00:11:57
I wanted to, but couldn't find one. It wasn't in the place it was on the University disk, and I couldn't find it anywhere else.


Title: Re: So what's been fixed in NL
Post by: jrd on 2005 September 24, 00:16:21
The file is compressed inside compressed.zip, on the second disc.


Title: Re: So what's been fixed in NL
Post by: radiophonic on 2005 September 24, 00:58:15
Just use the modular stairs, and the no-route-fail patch :)

:P Heya Inge. Let me sound dumb for a moment if you don't mind. Which are modular?  :D They do it even with the noroutefail hack.


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 24, 01:01:17
Modular stairs are the ones you use on your front porch to connect to the ground.  They can also be used inside in place of the one-piece stairs, which I recommend highly.

Hook


Title: Re: So what's been fixed in NL
Post by: radiophonic on 2005 September 24, 01:03:46
Modular stairs are the ones you use on your front porch to connect to the ground.  They can also be used inside in place of the one-piece stairs, which I recommend highly.

Thanks Hook, yeah, I figured that one out. They complain about any stairs to be honest. S'pose I'll just live with it, it's minor, I'm not a whiner. :D


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 24, 01:26:09
My Sims don't complain about the one piece stairs nearly as much as I do.  In fact, the single stairs have definitely set my Furious bit. :)  You'll find that modular stairs are a lot less pain than the other ones.  Only problem now is that if someone's walking down the stairs, I can't send my Sim running down the same stairs, he turns around, goes back up, and the action aborts. Even if there's another stairway right next to the one he tried to use.  This is minor, however.

Hook


Title: Re: So what's been fixed in NL
Post by: sara_dippity on 2005 September 24, 03:25:12
I tried deleting my thumbnails folder for missing icons, it worked on the first house I played, but it was back the second time I played that house and in other houses as well. Also when I did have my icons back, my graduates were still missing their uni want slots.
I have no idea how to submit for this bug properly, I have no suggestions for how to replicate it. The only thing I did to cause it was install nightlife, the bug was instantaneous.

Can you try restoring your objects.package file from the NL installation disk?
That did not work. One of my graduates got her extra wants back, but her son who was missing wants did not get his back, and he rolled a blank want after fufilling one.


Title: Re: So what's been fixed in NL
Post by: rohina on 2005 September 24, 04:52:14
Thanks Motoki, I'll certainly keep that in mind... though I've never seen this choking death...  ;)


I just had a guy sim tonight who choked to death at a party after eating some cookies. At least I think that's what happened. He was a guest, and he wasn't ill at home or anything.


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 24, 06:04:00
This is one of the funniest things I have read in ages.  Not because it relates to Wal-Mart (which we don't have here, unless you count Asda which has been taken over by the Wal-Mart people and as a result gone all weird and American already, y'all), but because it's so incredibly sarky, dry, and ... well, BRITISH.  I swear Pescado is alive & well and living in the middle of the Yorkshire Moors.
I get mistaken for being British surprisingly often, generally by people who aren't. I've never entirely understood this, since I'm otherwise a violent, boorish American.


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 24, 06:37:59
This is one of the funniest things I have read in ages.  Not because it relates to Wal-Mart (which we don't have here, unless you count Asda which has been taken over by the Wal-Mart people and as a result gone all weird and American already, y'all), but because it's so incredibly sarky, dry, and ... well, BRITISH.  I swear Pescado is alive & well and living in the middle of the Yorkshire Moors.
I get mistaken for being British surprisingly often, generally by people who aren't. I've never entirely understood this, since I'm otherwise a violent, boorish American.

Perhaps it's the unAmerican subtlety of your sense of humour?

And your self-effacing nature of course.*

*waiting for a bolt of lightning now...


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 24, 06:50:44
Do you wear a gingered wig and velvet jacket and talk about what you are having for tea, and the terrific fanny on that bird? If so, that may be why they get confused.


Title: Re: So what's been fixed in NL
Post by: The Loot on 2005 September 24, 06:55:42
I get mistaken for being British surprisingly often, generally by people who aren't. I've never entirely understood this, since I'm otherwise a violent, boorish American.

Maybe it's because you use words like "boorish"......


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 24, 07:12:43
Do you wear a gingered wig and velvet jacket and talk about what you are having for tea, and the terrific fanny on that bird? If so, that may be why they get confused.
From what I've been told, British don't like using the word "fanny."


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 24, 08:49:42
Fanny means vulva in the UK, I understand it means backside in the US?


Title: Re: So what's been fixed in NL
Post by: gynarchy on 2005 September 24, 08:56:16
Where I live in the Midwest, it's a rather tame word for the backside, like tushy or hiney (sp?). I don't think I've heard anyone use it in like 20 years though, my grandmother was the only person I knew who used the word.


Title: Re: So what's been fixed in NL
Post by: J. M. Pescado on 2005 September 24, 10:19:01
A feedback loop would be nice in theory, but I can only imagine how it would turn into a forum for arguments and ranting.
Ahem. THIS is a forum for arguments and ranting, and yet you seem to spend about 4 hours a day here anyway. Maybe a forum for arguments and ranting is a GOOD thing, hrm?


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 24, 17:42:51
A feedback loop would be nice in theory, but I can only imagine how it would turn into a forum for arguments and ranting.
Ahem. THIS is a forum for arguments and ranting, and yet you seem to spend about 4 hours a day here anyway. Maybe a forum for arguments and ranting is a GOOD thing, hrm?

I do it because I like pain and abuse.  Others at Maxis may not share my sentiments.


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 24, 17:49:40
Do you wear a gingered wig and velvet jacket and talk about what you are having for tea, and the terrific fanny on that bird? If so, that may be why they get confused.
From what I've been told, British don't like using the word "fanny."

I used it in the british context in this case. Get it? Its funny that he is admiing her vagina.



Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 24, 17:50:53
A feedback loop would be nice in theory, but I can only imagine how it would turn into a forum for arguments and ranting.
Ahem. THIS is a forum for arguments and ranting, and yet you seem to spend about 4 hours a day here anyway. Maybe a forum for arguments and ranting is a GOOD thing, hrm?

I do it because I like pain and abuse.  Others at Maxis may not share my sentiments.

So you are the perfect complement to the average EA/Maxis admin.


Title: Re: So what's been fixed in NL
Post by: Oddysey on 2005 September 24, 18:41:04
My Sims don't complain about the one piece stairs nearly as much as I do.  In fact, the single stairs have definitely set my Furious bit. :)  You'll find that modular stairs are a lot less pain than the other ones.  Only problem now is that if someone's walking down the stairs, I can't send my Sim running down the same stairs, he turns around, goes back up, and the action aborts. Even if there's another stairway right next to the one he tried to use.  This is minor, however.

Hook


They look better, too. The one piece stairs are, for the most part, rather ugly.


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 24, 21:37:45
Ahem. THIS is a forum for arguments and ranting, and yet you seem to spend about 4 hours a day here anyway. Maybe a forum for arguments and ranting is a GOOD thing, hrm?
The point-of-difference is the venue of course, this forum boasts members who can read, comprehend, reason and reply in complete sentences. Maybe Maxis give the Maxoids holidays on other forums when they get too braindead on the ea forum. ;)

I do it because I like pain and abuse.
My great aunty Ada, a barmaid during the London blitz in ww2, often used to say, 'be careful what you ask for'...


Title: Re: So what's been fixed in NL
Post by: Meek_Monkey on 2005 September 25, 10:28:07
I have just found out that the problem it is high time [insert name] gets back to the real world when they are in their fist semester of collage has not been fixed.


Title: Re: So what's been fixed in NL
Post by: miclsimmer on 2005 September 25, 16:12:28
MaxoidTom: hate to be blunt about this but I posted a Feedback Form under the Uni form.  This was done a long time ago about Terrain Paints.
I have posted another at your request and so has 'witch'. It should be well documented by now, as I am sure others have done the same.


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 25, 18:09:54
Spamming the feedback form satisfies the bean counters at the publisher that there really is a problem that needs to be addressed.  I think you can figure out for yourself what kind of problems this can cause. :)

Reasons to ignore bug report that's not backed up by others:

"It's a one-time glitch, we can ignore it."
"The user is doing something wrong, we can ignore it."

If IBM can use such excuses (and I've *heard* 'em, dammit!) then EA can as well.

"Caused by hacked content, we can ignore it."

IBM didn't use this one, but I'm sure EA does occasionally. 

Hook


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 25, 22:09:47
Do you have NL miclsimmer? Are terrain paints still buggy? Mind you, why would you want to crash another lot just to find out.

Yeah MaxoidTom, I'm bolshywitch on sims2ea.com, make sure my terrain paint feedback hasn't been bitbinned please.  :-*


Title: Re: So what's been fixed in NL
Post by: witch on 2005 September 25, 22:16:23
Reasons to ignore bug report that's not backed up by others:

"It's a one-time glitch, we can ignore it."
"The user is doing something wrong, we can ignore it."

Oh God, just had a flashback to trying to get info out of a PC user the other day.
'My computer just crashed.'
'What were you doing at the time?'
'Nothing, I wasn't even touching it'.

GGAAGGGRRHHH!?! It's not about guilt you fool, I'm trying to get helpful info here...  ;D



Title: Re: So what's been fixed in NL
Post by: dizzy on 2005 September 25, 22:22:03
I picture it more like this:

"We're putting new cover sheets on all of our TPS reports now before they go out... Did you get the memo?"

http://en.wikipedia.org/wiki/TPS_report


Title: Re: So what's been fixed in NL
Post by: Oddysey on 2005 September 25, 23:49:07
Reasons to ignore bug report that's not backed up by others:

"It's a one-time glitch, we can ignore it."
"The user is doing something wrong, we can ignore it."

Oh God, just had a flashback to trying to get info out of a PC user the other day.
'My computer just crashed.'
'What were you doing at the time?'
'Nothing, I wasn't even touching it'.

GGAAGGGRRHHH!?! It's not about guilt you fool, I'm trying to get helpful info here...  ;D



You should read Userfriendly.org. It's a webcomic about a Canadian ISP, and there are a bunch of comics that revolve around Greg, the tech support guy, and stupid users. Like people who think that "right click" means you should write "click" on your screen.


Title: Re: So what's been fixed in NL
Post by: 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


Title: Re: So what's been fixed in NL
Post by: syberspunk on 2005 September 26, 08:53:18
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 (http://www.insimenator.net/viewtopic.php?p=22806#22806).

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


Title: Re: So what's been fixed in NL
Post by: MaxoidTom on 2005 September 26, 15:25:46
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.


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 26, 15:32:17
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.



Title: Re: So what's been fixed in NL
Post by: U_Dog_U on 2005 September 26, 15:55:31
Why would the programmers add something to a feature that we're not even supposed to be using?


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 26, 16:11:39
The same reason they added the new things in nightlife to boolprop that have nothing to do with nightlife itself.


Title: Re: So what's been fixed in NL
Post by: U_Dog_U on 2005 September 26, 16:34:26
First of all, it's called boolProp testingCheatsEnabled, otherwise know as debug mode. Notice the "testing" part? It's a tool for the programmers themselves to use while testing the game.

Second, What do you mean doesn't have anything to do with Nightlife? It's a tool for testing the original game, University, and Nightlife. It's not something that's just for use with Nightlife.


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 26, 21:22:51
I mentioned earlier in this thread when I talked about the university groovy dresser which didn't have it's base recolors enabled even though they existed in the game files that there was an object like this in Nightlife but I didn't remember what. Well I found it.

It's the "Grease Stands Alone" 'juice' bar. It matches and can connect with the Fat City island counters which have numerous recolor options for their countertops. The bar has all of its recolors available to match the counter's, but there is no option enabled to change the countertop even though those files exist on the CD. If you want to line up that bar and counter you are stuck with only being able to use the one countertop texture.

If this doesn't get fixed in the patch, hopefully Numenor will fix it with CEP version 3.


Title: Re: So what's been fixed in NL
Post by: sanmonroe on 2005 September 27, 00:13:16
First of all, it's called boolProp testingCheatsEnabled, otherwise know as debug mode. Notice the "testing" part? It's a tool for the programmers themselves to use while testing the game.

Second, What do you mean doesn't have anything to do with Nightlife? It's a tool for testing the original game, University, and Nightlife. It's not something that's just for use with Nightlife.

Do you have  a point or are you a professional bore?

Would you be happy if I remove the word "boolprop" and just ask for a cheat?

Cretin.


Title: Re: So what's been fixed in NL
Post by: U_Dog_U on 2005 September 27, 00:20:22

Quote
Do you have  a point or are you a professional bore

Naw, it's just a hobby. I do like the sound of that, however. I wonder if I could get JM to make it my title?


Title: Re: So what's been fixed in NL
Post by: Hook on 2005 September 27, 01:48:38
Would you be happy if I remove the word "boolprop" and just ask for a cheat?

I would. 

While I'd like to make some objects less attractive myself, it's not a function approprite for debug mode.  And I suspect it would have to alter the objects.package to work right.  Not something you wanna be messing with.

Hook


Title: Re: So what's been fixed in NL
Post by: U_Dog_U on 2005 September 27, 10:50:21
I don't know if it's been posted here or not, but it looks like they did something with free will. Whether it's an improvement or not depends on your point of view. My neat sims are cleaning more than they used to and the females are always primping with the hand mirrors. One of my female sims gussy's up in the bathroom mirror more than teens check themselves out! And I just saw one of my sims watering the flowers on his own which they've never done before.


Title: Re: So what's been fixed in NL
Post by: RainbowTigress on 2005 September 27, 11:23:38
They even clean up their plates at the restaurants downtown, even the sloppier sims, but fortunately Inge already has a patch to fix that. :)


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 September 27, 15:24:54
It's the "Grease Stands Alone" 'juice' bar. It matches and can connect with the Fat City island counters which have numerous recolor options for their countertops. The bar has all of its recolors available to match the counter's, but there is no option enabled to change the countertop even though those files exist on the CD. If you want to line up that bar and counter you are stuck with only being able to use the one countertop texture.

This has now actually been fixed, sort of, in CEP 3 which you can get at MTS2 and possibly Quaxi's SimPE site. It enabled the countertop on the bar to be recolored, but the recolors themselves aren't enabled and I had to extract the textures from the nightlife from objects08.package and make them as new package files.


Title: Re: So what's been fixed in NL
Post by: peytonsma on 2005 September 28, 16:54:18
I've spent the last few days reading all the posts in this thread and I don't recall anyone mentioning a problem with influencing non-playable vampires to drink the cure.  Then again, maybe I'm the only one having the problem. :P

I can't get any non-playable sim to be inluenced into drinking the cure.  I've tried with grand vampires and townies/npcs turned vampires.  My sim will walk over to them and I'm pretty sure they do the 'hey buddy, know what I want you to do' routine but nothing ever happens.  No drinking of the cure and no influence points lost.

I guess I could understand if the game was programmed to not let the grand vampires be influenced into drinking it but what's the point of the option if I can't influence any townie or npc either?

You can make the sim playable and then the influence option will work but that totally defeats the purpose since I can just make them the active character and have them drink it without wasting anyones influence points.  I'm not understanding why the option is even there if it won't work.

Another thing I'd like to know it why all my sims insist on cleaning up the plates of patrons in the restaurant.  I have sloppy sims that won't lift a finger at home but they jump at the chance to clean up at the diner. ???

And finally, I read that someone wasn't able to access buy/build mode on community lots with the dorms specific cheat while sims were there.  I actually use it all the time.  The changes made don't stay for the next time you go to the lot but I am able to buy/move/delete whatever I need to with the cheat.  Also, even with the cheat on build mode is still greyed out but if you use the eyedropper tool to select something from build mode (fence, window, etc..) you'll be able to access it. :)


Title: Re: So what's been fixed in NL
Post by: Inge on 2005 September 28, 17:13:55
I made a hack to stop sims cleaning up plates when they are out.


Title: Re: So what's been fixed in NL
Post by: simmiecal on 2005 September 28, 18:33:01
I've spent the last few days reading all the posts in this thread and I don't recall anyone mentioning a problem with influencing non-playable vampires to drink the cure.  Then again, maybe I'm the only one having the problem. :P

I can't get any non-playable sim to be inluenced into drinking the cure.  I've tried with grand vampires and townies/npcs turned vampires.  My sim will walk over to them and I'm pretty sure they do the 'hey buddy, know what I want you to do' routine but nothing ever happens.  No drinking of the cure and no influence points lost.


I can't get it to work either. I've read several posts (maybe not on this site) saying the same things. It appears to be a bug.


Title: Re: So what's been fixed in NL
Post by: dizzy on 2005 September 29, 03:50:51
I can't get it to work either. I've read several posts (maybe not on this site) saying the same things. It appears to be a bug.

If this is a bug (and Maxis somehow misses it in the patch), here is some relevant info:

# Group = 0x7FD1A4B4, Instance = 0x1022
# Title = Influenced - Drink Vampire Cure

This routine makes the influencee (the vampire, in this case) look for the closest "Potion - Vampire Cure" and use it.


Title: Re: So what's been fixed in NL
Post by: C.S. on 2005 September 29, 15:30:58
I've spent the last few days reading all the posts in this thread and I don't recall anyone mentioning a problem with influencing non-playable vampires to drink the cure.  Then again, maybe I'm the only one having the problem. :P

I can't get any non-playable sim to be inluenced into drinking the cure.  I've tried with grand vampires and townies/npcs turned vampires.  My sim will walk over to them and I'm pretty sure they do the 'hey buddy, know what I want you to do' routine but nothing ever happens.  No drinking of the cure and no influence points lost.


... I've read several posts (maybe not on this site) saying the same things...

It was discussed in the Vamprocillin-D (http://www.moreawesomethanyou.com/smf/index.php?topic=766.0) thread.


Title: Re: So what's been fixed in NL
Post by: Hairfish on 2005 October 03, 12:01:03
My Sims can't get into the cemetery in Downtown! The car procedes normally, but when "I" arrive, the lot is in Build Mode (with red paused frame).

Update ~ sorry it took so long, but there's this game that has me totally hooked...

As was suggested on a less awesome forum, I put Gothier Green Lawns (GGL) into the bin, then back in place. TA DA! I was then able to have a Sim enter the lot normally, via Taxi. Six headstones greeted her on the curb, all from the same family. That must have been quite a disaster. However, I need tombstones on graves, not on the curb.

So, sent Sim home and reentered lot in Build Mode.

Tombstones gone.

I repeated these steps four times: single Sim by Taxi, single Sim by Car, group by Taxi, group by Car. The tombstones appear on the curb in Live Mode with active Sims, but are gone when the lot is entered in Build Mode.

I even had one Sim place a tombstone in Inventory and take it home. Once home, I had her "Move Grave" back to GGL. When I had her visit GGL then, that tombstone did not appear. There were only five on the curb.

The missing- and then vanishing-tombstone problem has been reported on other forums, so I know it's not isolated like the Gothier-Build-Only problem. I'm not up to trying any of the contortions suggested like putting tombstones in Inventory, changing lot status from Community to Residential, moving Sim-with-tombstones in, placing tombstones, moving out, returning lot to Community status AUGHHHHHHHH! I want to PLAY, not WORK!!

I was able to move the tombstones successfully to the cemetery I built in the regular Neighborhood ~ simply using "Move Grave" option ~ where they show up and behave. I selfishly don't even care if Maxis fixes this, as my single in-play Gothier Green Lawns has already been converted to a hot Pagan night-spot with lovely gargoyles on every "grave."

I don't mean this to sound like a diatribe. Just updating info on the one major problem I've found in my installation.


Title: Re: So what's been fixed in NL
Post by: cabelle on 2005 October 03, 16:20:07
I was having similar problems with the "invisible" tombstones too. I thought I'd solved it by using only the "move grave or graves" option then immediately saving and going to the community lot to place the tombstone. I'd also stopped using Gothier Green Lawns for anything other than a hangout spot and used my own community cemeteries I'd created. Sadly as I'd mentioned in this thread (http://www.moreawesomethanyou.com/smf/index.php?PHPSESSID=9d3cde7819c4c51babf62651b84ba9c8&topic=558.msg28727#msg28727) the problem came back after Herb Oldie died in platinum. I'd kept him alive about 15 sim days longer than normal (with the Elixir) so he and Coral could raise a couple more adopted kids. Herb also had a kid with a Romance sim I'd made and a kid with Dina Caliente after Mortimer had died. In some ways this new glitch reminded me of the old "undead elder" bug. So I went ahead and decided to reinstall (wanted to redo all the neighborhoods anyway) and start everything over. I've been able to move Darleen Dreamer to my Pleasantview Memorial Lawn with success. Mortimer's due to die shortly and I'm hoping moving him will work ok.

What's frustrating is that I don't have any idea of what's going wrong. Why it worked sometimes and then stopped working. I can't stand it when I know something is wrong but I don't have the knowledge to figure it out or fix it. I'll be so relieved when Pescado gets his copy and is able to take a look and find out the cause, I'm concerned that the reinstall is just buying me some time and the problem will return at some point again.


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 October 03, 18:30:11
It worked the first time for you because the lot was newly placed. The cemetery must be in your home neighborhood. The problem lies in the fact that each time you want to add tombstones you must retrieve all the tombstones currently there. Pick up the lot - put it in the bin - place lot and then move all the graves back to the graveyard again. (thus making it newly place lot again) This is a royal pain to do over and over generation after generation, you are better off building a mausoleum at home until the issues are fixed.


Title: Re: So what's been fixed in NL
Post by: cabelle on 2005 October 03, 23:13:22
Thank you nectere for the explanation. It's an annoying situation but understanding the reason behind the issue reduces my frustration greatly. Until the issue is fixed (hopefully soon) I'll use your process for moving tombstones I absolutely want moved and I like the mausoleum idea too for the my large, creepy houses. Thanks again, not knowing why was bugging me.


Title: Re: So what's been fixed in NL
Post by: linolino on 2005 October 04, 14:31:38
So.. can anyone tell me if this is what is happening to the cemetary lots?

1 - you can only visit the GGL in live mode if you export it to the bin and place it again.

2 - if you "move grave to" a graveyard(community lot),  that lot has to be in the base neighborhood for the grave to appear.

3 - After I move a grave to that lot, if i want to move another one there i have to re-export the graveyard to the bin then place it back agiain

Is this right?


Title: Re: So what's been fixed in NL
Post by: nectere on 2005 October 04, 16:03:24
Sorry I couldn't really follow what you were asking but:

The way it seems to be working is this:
To make a graveyard, it must be a newly placed lot in your home neighborhood - meaning if you live in Dowtown, you will use a newly placed lot in the downtown community, if you live in the base neighborhood, you will use a newly placed lot in the base neighborhood etc.

When you want to place your gravestones you use the function of clicking on the gravestone and moving it to the community graveyard, however it must be a newly placed graveyard with no other gravestones already on it. If you want to later add gravestones to this same lot, you must first retrieve all the tombstones already there. Pick up the lot, put it in the lot bin and then place it back down. Now it is once again a newly placed lot and you can then put all your gravestones back plus the new ones. (as an aside I have only been testing with one multigen family on one lot, not multiple families on multiple lots, I will do that this weekend)


Title: Re: So what's been fixed in NL
Post by: teerutwon on 2005 October 05, 05:45:34
Hello I'm sims fan from thailand
sorry my english not stromg
I've a bug with NL and Uni
When I play the sims NL few 2hour.My sims in the university.when I finish the date game  in the simoligy icon has only BG color it isn't show SIMS or Object icon.And when I order my sims Move anywhere or Get in the taxi.It not show foot icon or taxi icon it show only blue BG.
Is it a bug?
My computer spec
p4 3.2ghz
ram 2g
vga  geforce 6600le 256mb
windows Xp sp2


Title: Re: So what's been fixed in NL
Post by: Motoki on 2005 October 05, 13:26:16
It's a bug with a file called "objects.package" in The Sims 2 Nightlife section of Program files. You can find the file on the 2nd Nightlife CD inside compressed.zip and copy it over, then set the file to read only.


Title: Re: So what's been fixed in NL
Post by: Hairfish on 2005 October 08, 07:27:40
If you want to later add gravestones to this same lot, you must first retrieve all the tombstones already there. Pick up the lot, put it in the lot bin and then place it back down.

I haven't found this to be necessary in my Neighborhood cemetery. I've moved seven graves to it (in three separate moves ~ five at once from the Gothier Greens lot Downtown [I lost one previously], plus two individual moves from homes in the Neighborhood), without first binning it, and they're behaving. <<knock wood>> I've never had to bin that lot since building it.

Maybe binning is only necessary for secondary neighborhoods (University campuses & Downtowns).