More Awesome Than You!

Ye Olde Simmes 2 Archives: Dead Creators => Ye Olde Crammyboye Archives => Topic started by: crammyboy on 2007 March 01, 12:03:36



Title: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: crammyboy on 2007 March 01, 12:03:36
WARNING:    This is preliminary code for testing only.
                               Do NOT install if you are unsure.
                               This code is for PETS/Seasons/FT.
                                Use with any other code may result in BFBVFS and LOTS of pointing and laughing.


Description
This code will enable the passing of time on community lots to be spent on the home lot.

Aims
It is called a project, because it will ultimately have numerous hacks which combined will enhance the community experience.
The aim of the project is to create an environment where the time spent on community lots is incorporated into the home lot.  This will make the community experience harder and more realistic.

How it works
One or more sims go to a community lot.
Sims wander around the lot doing stuff.
Sims leave the lot to go home at date/time XXX
Home lot is loaded.
Home lot progresses normally but the sims are shown as away at a community lot. (In much the same way as 'At Work')
Date/time xxx is reached and sims return to the lot.

Notes:
1. Sims will not age on community lots but they will age when they return to the home lot. (even though they will be off-world).
2. If they stay on the community lot when they should be at work/school, they will miss the carpool/bus on the home lot and be penalised.
3. Community lots can not be saved unless they are owned business lots for that sim family.
4. Motives are set to what they left the community lot with, but are made static while off-world.
5. Only drivable cars are affected in v0.4a. (Requires NL).
    Taxis are affected in v0.5 up.
6. Sims that remain on the home lot will not be able to visit community lots, by any means, until the car returns to the lot. (This will not be the case in the future)
7. Is prevented from working on UNI lots because the time will pass TWICE. (I am looking into this)

Rules for testing
1. Make backups of the game BEFORE installing the hack.  Tokens are added to sims with this hack that will be saved in backups.
2. Ensure 'BOOLPROP TestingCheatsEnabled true' is in the userstartup.cheat file.  The code runs close to lot transitions and log files are needed.
3. Error reports will require detailed information and relevant error logs.

Basic error information
Nature of problem (Error log/Inconsistency/..)
time leaving home lot.
number of sims from home lot.
number of other lots visited.
times that each lot arrive/depart and who drives.
Nature of each lot visited. (i.e. downtown maxis)
Any other information of an unusual nature.

Involvement
Anybody can supply/create code for the project.  Links to any relevant code can be placed into the documentation or the code can be uploaded here.

Disclaimer
If your game ends up in a BFBVFS, it's not my problem.

Version history
0.6 BV updates
0.5a Cleanup of wait code.
0.5 Added support for Taxis.
0.4a Fixes motive decay for petz


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: maxon on 2007 March 01, 13:55:05
DL - I will test this out just as soon as the blasted EP arrives (tomorrow I hope).


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: Inge on 2007 March 01, 13:56:30
> If they stay on the community lot when they should be at work/school, they will miss the carpool/bus on the home lot and be penalised.

I should think so too!  Brilliant, thanks very much for this :)


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: Li'l Brudder on 2007 March 02, 15:34:44
/me prods lightly with a large stick.

I'll try it.


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: rosenshyne on 2007 March 02, 15:55:29
6. Sims that remain on the home lot will not be able to visit community lots, by any means, until the car returns to the lot. (This will not be the case in the future)


Does this include carpools for work?


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 02, 16:09:09
No, it's only things that cause a lot transition. "Goto Work", "Take a spin", "Sneak out", etc, will still be available.


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: JadeEliott on 2007 March 02, 16:40:36
Okay, silly question time. The slash between Pets and Seasons in the above title leads me to believe this can installed with either as long as I have NL. I have Pets, but I don't have seasons yet. Right? Wrong?


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 02, 16:47:48
It can be used with pets as there was no code changes between pets and seasons.

Saying that, this may not be the case in the future when more functionallity is added.


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: Li'l Brudder on 2007 March 03, 09:01:39
I noticed that it doesn't sync when there is more than one person traveling.

Is this a bug or a feature?


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 03, 10:49:15
How did they travel? I think I tried it with groups and had it work, but maxis may have changed soimething. I'll have a go again at some point.


Title: Re: Community Time Project v0.3(beta) Pets/Seasons TEST ONLY
Post by: Li'l Brudder on 2007 March 03, 16:00:53
They arrived at the time when they left and they weren't delayed or anything.  They traveled in a car they owned, the minivan, not custom.

One more thing:  When I had it work, the sims that stay home weren't allowed to use 3x Speed.  It would work in bursts and return to slow speed.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 03, 17:50:06
Version 0.4 up


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: trudy on 2007 March 07, 15:13:25
finally someone made it :-) works fine for me so far.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: runswithscissors on 2007 March 09, 01:29:08
I was so glad to see this so I decided to test it too.

The only problem is when I drive to a comm. lot, it acts as though I've came to the lot through the Neighborhood View. My sim is not there and I have no control over the Live Mode, just Buy and Build Mode. I have to exit to Neighboorhood and when I do it, I get the dialog box as if my sim is there and not leaving by the method they came there. Does that make sense? It only does it with custom vehicles. Maxis vehicles work fine.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: Li'l Brudder on 2007 March 09, 02:13:24
Are you OFB?  p0?

That sounds suspiciously like a OFB p0 problem.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: trudy on 2007 March 09, 10:08:13
are you sure the hack is responsible? that reminds me of a problem I used to have some time ago.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: Nec on 2007 March 09, 05:02:55
So far this is working well for me. I have only had one instance where the sim came back immediately, which I believe was due to him driving a custom motor cycle. I am going to try him again with a different vehicle. So far all of my other custom cars work fine. I send them camping for two or three days straight if they have the time off. No errors or glitches. The timing seems to be fine. I take screenshots of when they leave the house, and then leave the community lot to keep track of that.

This was greatly needed, and is greatly appreciated. Baaaaa!  ::)

Piper: I vaguely remember that issue with OFB, too. I have around 15 custom vehicles in my game. Haven't checked with all of them yet, but I will be.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: Katze on 2007 March 09, 12:42:09
Crammyboy welcome back. :)  Just have to back up my sims folder then I will try it out.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: trudy on 2007 March 09, 13:35:10
ok I found something:
I sent two sims with 2 dogs to the park, maxis car. When I was back, the two sims needs where static as intendet but the pet bars kept droping, I hat to use tentingcheats to get them up or they would have been taken away.
I also noticed the speed keeps turning back to 1, but thats no big deal.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: jbelhumeur on 2007 March 09, 14:06:54
This is definitely more awesome than me.

Eagerly looking forward to testing this over the weekend, I've wanted a feature like this for a long time and it has always pained me to avoid community lots simply because of how out of sync sim's needs become.


Title: Re: Community Time Project v0.4 Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 09, 16:48:38
ok I found something:
I sent two sims with 2 dogs to the park, maxis car. When I was back, the two sims needs where static as intendet but the pet bars kept droping, I hat to use tentingcheats to get them up or they would have been taken away.
I also noticed the speed keeps turning back to 1, but thats no big deal.

The speed reset is intentional, I'll look into making it a one off. 
I have never been to a community lot with a pet. This will be looked into. (Fixed v0.4a)


Title: Re: Community Time Project v0.4a Pets/Seasons TEST ONLY
Post by: JadeEliott on 2007 March 11, 00:51:51
Okay, here is my report. Using this with all expansions, incl. Seasons, and no stuff packs.

I just played Tawny. Took her to her clothing store. She worked from 10 am to 6pm. Took her home. She arrived right away, AND had a basket of groceries in her hand that she put away in the fridge. I had NOT taken her shopping or had her order groceries online at any point. They are new to this house, fridge has not run out yet.

So I tried again. Sent her back to store. Worked her from 11am to 6 pm. Went home. Still arrived right away, but with no groceries this time. Oh! The first time I sent her, I had her buy clothes for herself at her clothing store using Christianlov's clothing rack, before she opened business for the day. Perhaps that is what triggered the grocery basket?

I know this mod works in my game because last night's session, I sent a Sim to her bookstore, played her all day and she came home with the delay.

The only thing about this house that did not work is Tawny lives there with her son. When she left, her son was at school. So perhaps the fact that there were no sims at home when Tawny came back? I am grasping at straws here. Just trying to give you as much info as you need.

So I will let you know if more wonkiness happens.


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 11, 01:21:35
There is a bit of strangeness that happens occasionally. I am still looking into it.

There is a new version up that now affects Taxis. You can pick one to test.


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: Nec on 2007 March 11, 10:48:26
I haven't had the grocery weirdness at all. Seems that the one who arrived back immediately was just a random thing not related to the motorcycle, and it only happened that one time. I have successfully sent other sims on the same one and it works fine. Still no errors, and so far it seems to be working great. I send them out for 3 days straight to visit multiple lots while they are gone (like to the lake, then to the campground, back to the lake, to the motel, to the diner, etc.) without a hitch. Will test out the taxi version.

ETA: I have Uni, NL, OFB, Pets, and Seasons installed.


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: Vren Lyet on 2007 March 11, 12:57:47
Bug (?) report:
Just got version 0.5. Have all available EPs installed.

Had the Ramaswami family move into a clean downloaded lot in Veronaville.

On the second or so day I had Sanjay go to some Maxis comlot make some new contacts and buy some groceries.
Everything worked as intended. After leaving the comlot he stayed away until the designated time.
When he finally got home he went straight to the fridge and dropped of the purchased groceries.

Some sim days later (Saturday) I took him fishing on another small comlot I created for that (weekend fishing) purpose.
As he was supposed to be at work around 13:00 I let him go to the comlot early in the morning and got him to leave there around 12:00 so he wouldn't miss it.
This time he came home *without the intended delay* - he parked and got out of the car immediately after the home lot had loaded.

I have no idea what could have caused this second "misbehaviour" but here is some information on what might possibly be a reason:
- They just got a baby (about a sim hour ago). Mommy was about to feed the little girl her first bottle when daddy went fishing.
- The gardener had just arrived when daddy was about to go fishing.
- He went fishing and was successful: one boot and one fish in his inventory.

Hope this helps. I love this hack! :)


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: raynuss on 2007 March 12, 21:47:22
I'm using the 0.5 version and I haven't had any problems at all.  It's working just like it's supposed to.  Great mod!


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: bradley on 2007 March 17, 09:31:55
Great concept, great hack.  I've played around with it and had no probs until the following scenario:

The family has a home business.  Dad, Mom both have to be at work at 9am.  Daughter has school at 9am.  When I last exited their lot it was 8:30am.  Dad's carpool and the school bus were waiting out front. 

When I entered the lot with the hack installed, the carpool was behind the bus.  At approx 8:45 as the dad and daughter were almost to their vehicles, their vehicles drove away.  I tried this several times and realized the last time that a nearly invisible clone of the dad stepped out of him and climbed into an invisible car that sat in front of the bus.  I closed out without saving and reloaded the game at least 3 times.  Each scenario ended with Dad missing his carpool and the daughter missing the bus.

When I took the hack out and loaded the game, this time the carpool was in front of the bus.  Dad and daughter both made it to their vehicles just before 9am and drove away.

I have NL, Uni, Seasons.  Don't have Pets and no stuff packs.


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: jrd on 2007 March 17, 09:44:49
Time sync does not appear to work for University dorms. But uni time is screwy anyway.


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: trudy on 2007 March 17, 10:38:00

7. Is prevented from working on UNI lots because the time will pass TWICE. (I am looking into this)


;-p

I also testet it for a date. Asked home and when they arrived, the date continued. Excelent :-)


Title: Re: Community Time Project v0.4a/v0.5 Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 17, 12:54:35
When I entered the lot with the hack installed, the carpool was behind the bus.  At approx 8:45 as the dad and daughter were almost to their vehicles, their vehicles drove away.  I tried this several times and realized the last time that a nearly invisible clone of the dad stepped out of him and climbed into an invisible car that sat in front of the bus.  I closed out without saving and reloaded the game at least 3 times.  Each scenario ended with Dad missing his carpool and the daughter missing the bus.

When I took the hack out and loaded the game, this time the carpool was in front of the bus.  Dad and daughter both made it to their vehicles just before 9am and drove away.

This is probably due to the carpool being on the lot when you installed the hack.  The best time to save lots is before any carpool turns up.

v.05a is up which should behave better with speed settings.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Vren Lyet on 2007 March 19, 07:43:59
Found a bug, I think - or a missing feature... ;)

Had a sim have a date (some townie) on a community lot and had her take her date home without asking the date first - just sending them home in the car. Both got into the car, but only the playable sim actually got home (delayed as supposed to) and the date and the date meter were gone - obviously.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: jrd on 2007 March 19, 08:34:55
Vren: that sounds like normal game behaviour to me. If you leave the lot during the date, your date doesn't come with you. Going home without asking first only works if both Sims are playables from the same household.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 March 19, 12:46:57
That is definately unrelated to this hack.  The game has already decided which sims are in the car before this hack gains control.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Vren Lyet on 2007 March 19, 21:07:11
Okay, than...didn't know that.

This hack is great by the way - hadn't had any other (actually hack related) problems as of version 0.5.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: JadeEliott on 2007 March 20, 06:58:22
Okay, update on my report. I figured out that the sim that brought home groceries immediately and not after an elapsed period had been shopping autonomously at another sim's lot. So a check for that needs to be put in at some time, I guess. It works great with everyone else! :-)


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: maxon on 2007 March 20, 09:55:39
Okay, update on my report. I figured out that the sim that brought home groceries immediately and not after an elapsed period had been shopping autonomously at another sim's lot. So a check for that needs to be put in at some time, I guess. It works great with everyone else! :-)

OK - you sorted that one out.  I was just about to post with the same info. 

Well, I've been trying out this mod and it seems to work fine so far except that I have only just restarted my present hood and haven't been visiting off-lot much.  I will report back further when and if I have something useful to say.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Vren Lyet on 2007 March 20, 11:06:28
It is supposed to work with *owned* community lots, too, right?

Cause one of my sims just purchased a community lot and after going there and doing some business he closed up and went home (by custom car - which otherwise worked fine so far). But instead of being delayed in returning he arrived at home immediately.

It's the first time this has happened with version 0.5a.
I'm going to do some further testing...

By the way, thanks so very much for fixing this triple-game-speed-issue - this bugged me big time.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Nec on 2007 March 20, 14:41:57
So far all of my sims visiting their owned community lots are staying gone until they are supposed to come back. I have had a sim visit another sim's owned community lot and had them return immediately, but I am still working on this to verify it is consistent.

ETA: This is NOT always the case. I think it may be promotion related, but I am not positive yet. Gimme a few hours days :P

EATA: Just had two sims that got promoted make successful trips. One by taxi, one by car.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: The Loot on 2007 March 21, 01:28:42
No problems so far! Took a sim on a date to an unowned Com lot, took a group of 4 to an owned lot and worked the whole day. Both times everyone stayed gone as long as they were supposed to!

This is indeed a Most Awesome mod!


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Syque on 2007 March 25, 16:56:53
This is a great mod, I've always had this very same idea because the way community lots are supposed to work is annoying.  I have one suggestion though; a lot of the time I forget about the sim who left and I don't notice when they get home.  Would it be possible to add a dialogue or something that says "<sim> has arrived home" to notify you when they get home?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: trudy on 2007 March 26, 00:23:40
also a little icon when they are away, like the one when they are at work would be great. But thats all just looks.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Nec on 2007 March 26, 22:11:32
 Arrived back early.

Household: Taylor

Elder female, Vanessa. Adult dog, Kicker. Live alone, Downtown residence. Vanessa's husband died 4 sim days earlier. Nothing else of significance happened,

Originally left in a custom car, Delorian. Arrived at the downtown park lot 1 hour later (this seems to be consistent with all lots) Vanessa Ice-skated, the dog wandered around. When I told her to drive home, there was an error related to the car and the time adjustment. I ended up having to exit the lot without saving. After I reloaded her lot, I changed out the Delorian for a Landwhale. Sent Vanessa and Kicker to the other downtown park at 20:43, arrived at 21:41. Didn't do much, just played fetch, etc. They left the park at 00:54. They arrived home at 20:58. This second trip produced no errors.

I have used this custom car many times during testing without issue. Still can't find any consistency orther than one owned business in the shopping district seems to have more problems than the others. Arriving at triple speed mostly, and have had one sim return home immediately from that lot. I am building another lot like that in shopping to see what happens. Not sure if screenshots will help you, but I take them when they leave, arrive, leave community lot, and come home. Mostly to help me remember, and perhaps find something on the lot that is on other lots causing problems. If you do want them, I will just rar them with the object errors in the future.

ETA: I neglected to note that the 50-60 minute time difference does not seem to happen when an owner visits their own business.

[attachment deleted by admin]


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Hecubus on 2007 March 26, 23:42:33
I've been running this for about a week with no ill effects.

I do agree however, with the desire to have an indicator of some sort....one of my teens came home late one night and started playing the piano badly...and loudly...before I realized she was home. Daddy wasn't pleased...LOL


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Nec on 2007 April 03, 21:38:37
I am at  a complete loss. I have had between 80 and 90 hours of gameplay since my last post (being stuck in bed has benefits :P), and every time I think I have it nailed, something happens to disprove it. The only thing that remains consistent without fail (I am sure I just jinxed myself here), is that sims who visit the lots they own never have a time lapse between leaving and arriving at the owned lot, never arrive on triple speed, and always come back when they are supposed to. Other than that, it has been completely erratic. I have gone so far as to type out *everything* in notepad for every outing - successful or not. I have even forced errors one one object per visited lot, and tried to compare what might be there that I am not seeing. None of the failed ones show anything in common so far. Is it possible that it is partially related to the MEAxian bug regarding the season transition from residential to community lot? I know that it is supposed to be the same day of the same season (1,2,3, or 4) when you arrive. I have had sims visit say...the lake (third day of fall), then go to grab some lunch at another lot (first day of fall), then back to the lake the same day, and it is the first day of fall at the lot where it was the third. I have no idea if that could have anything to do with it, but I thought I would mention it, since that is obviously wonky.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: crammyboy on 2007 April 03, 22:56:17
I know there is something wonky in there somewhere. It feels timing related, but I haven't seen it for a while. (Not that I have played much). Don't worry about it too much, it's on the todo list.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Nec on 2007 April 03, 23:51:02
Ok, I'll just keep an eye out as I go from lot to lot. The season lot bug is presumably on the EA list of glitches they plan to fix with the second patch, but who knows if it can be trusted. I didn't dare install p1.

It does work 95% of the time, by the way. Even on very long (many days), multi-lot/hood trips. I certainly would not want to play without it now. The time thing was one of my top 5 annoyances.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Hecubus on 2007 April 06, 00:27:42
I just had something odd happen -but NOTHING shows up in error logs about it...so I'd say the game doesn't think it's an error:

Whiny Farmer John has been happily working his farm for about 3-4 sims days, coming home on time and all that good stuff. Well, today, he turned into a Plantsim while at his farm (community lot)...finished off his work day, and headed home. When he left for work, his lovely wife was pregnant - due to deliver the next day.

Well...Farmer John never came home.

And what's worse is that his wife never gave birth. In fact, after a shower, she changed back into normal clothes and LOOKED like she'd lost the baby, although she still walked around like she was carrying quints (in that lovely way Sims do).

After FOUR days of disappearance (and no way for me to go back to the community lot...it was 'locked out'....I FINALLY gave up and moved the wife into the family bin. As I wasn't sure of the cause, I bulldozed both farm and house. I then rebooted the game.

Lo and behold, the thumbnail showed both of them....hope springing eternal, I sent them to a new home....and before I could click anything, the lovely lady gave birth to a bouncing baby boy.

Happy family...John buys another farm and goes to work. Note that he's still a plantsim at this time.

Works a day...happy plants...heads home around 8pm.

Well....back at the house.....after an exhausting day of bottle feedings and diaper changes, our lovely lady played piano until 2am. Guess who never came home......


So...I've quit the game and have come here to report. I can only assume it's because he's a plantsim OR because he became one on a community lot....I wish I had any error logs to report, but nothing signalled ANYTHING that this was an error.

ETA a few days later: Neighborhood has now gone up in a big firey ball visible from outer space. Apparently this whole plantsim thing was a VBT.



Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: JaneK on 2007 April 12, 20:54:48
I tested this in a clean game with very small neighborhood-100 including NPCs-and a single family. It was the only hack in the game and the only thing in my downloads folder. It worked perfectly. The trip to the CL took 3 minutes. Taking the whole fam incl dog and cat worked fine. Then I moved all my hacks into the game, that is both Directors Cuts, ACR, process-autonomy, and a bunch of other misc ones and reran the scenario. This time I got a call to go on an outing. Every hack and interaction worked perfectly. We were 8 adults, 1 kid, dog, cat. Worked like a charm. Watching carefully, the moment the Taxi hits the portal is the same time they arrive home. I think because this is a testing neigborhood and so small.  I will test it in my 500 plus person neigborhood to see if I can get those hour-long drive times others have experienced. 3x speed is triggered as soon as they leave Downtown and the game switches to home view. When they arrive home, switches to 1x.

I got to see lightening strike my lot while they were gone. I thought, Gee I hope their house doesnt burn down while they are out bowling!


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Li'l Brudder on 2007 April 13, 03:05:37
Whoo, this hack is working like a charm, CB.

Baa!  Baaaa!


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Ailias on 2007 April 15, 18:20:23
This mod is great!!!
I use it and it works pretty well in almost all cases. Just one time my sim did not return. but i forced him to with mailbox cheat.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: rosenshyne on 2007 April 29, 14:44:18
Just a quick note to say I've had absolutely no problems with this hack so far.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Hecubus on 2007 May 18, 03:59:49
Found a bug, I think - or a missing feature... ;)

Had a sim have a date (some townie) on a community lot and had her take her date home without asking the date first - just sending them home in the car. Both got into the car, but only the playable sim actually got home (delayed as supposed to) and the date and the date meter were gone - obviously.


I've had this happen as well, every time my Sim wants to bring his/her date home. Just so you know...it's not just Vren Lyet.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: MistyBlue on 2007 May 18, 04:52:12
I don't think that problem has anything to do with this hack. That's been happening to me since I got OFB.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Hecubus on 2007 May 18, 14:17:18
Huh. I never had the problem until this otherwise much beloved hack. I always got to...um...well, finish the date.  ;)


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: MistyBlue on 2007 May 18, 15:27:20
Yeah, I'm not sure how common a bug that is. I never really cared, I just knew to take a car and not to take the sims home.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: syberspunk on 2007 May 18, 16:03:57
I've actually had that happen to me as well, a few times... I don't remember whether I actually asked the sim to go home or not...  I remember asking peeps in chat once if I could move the date from one comm lot to another, and was told that the date should follow me in the car.  But I definitely recall trying to bring dates home a couple of times and sometimes the date wouldn't come and the meter disappeared, and other times it was fine. ???

I also vaguely recall, and I could easily be imagining this, that I showed up at home, and only my playable sim got out of the car.  The other sim was already standing on the curb waiting.  I thought that was odd... because it usually takes a while for the lot to load first, the car to show up, and then the sims get out of the car.  Of course, this all may have happened when I wasn't paying attention or something.

Anyhew, I've been wanting to try this out.  Maybe sometime this weekend, if I actually find time to play.  Incidentally... I think it's fine that the Uni time is still out of sync.  In fact, it is probably better that they are out of sync by a few hours.  The last time I played, I had two sims who graduated at about the same time.  And when it was their turn to Age Transition and head home, one of them started, but it seemed like he was interrupted.  I think he Age Transitioned and got the message about the Taxi coming to pick him up.  After that happened, the next one Age Transitioned and he got the message as well, but only the latter sim got into the taxi.  Then I got the dialog about him being the last sim to move out and if I should save or not.  I was afraid of what might happen, since the first sim didn't finish leaving yet.  I wasn't sure if I should save, because what he had been borked and it saves him in this borked intermediate state. ??? But I didn't want to not save, because I stupidly played out those 72plus final hours, without saving in between, and I didn't want to have to replay all that time again. ::)

Well, I took a risk, crossed my fingers and held my breath as I clicked on Yes to save.  It brought me back to the Uni neighborhood view, but only that latter sim ended up in the sim bin.  I went back to the dorm, and it was still clickable!  I entered, and to my relief, that other sim was still there.  Phew! :D  Anyhew, the first sim to Age Transitioned continued on his merry way, just walking about and doin crap, like nothing changed.  I sped up time for a few sim hours just to see if another Taxi would come, but it didn't.   I eventually gave up and made him move out manually by using the phone.

I am really scared what will happen now in my other dorm lot, that has 12 playable sims on the same semester/year. :P

Ste


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: kuronue on 2007 May 20, 01:21:31
Typically, while they'll go with you from one lot to another, if you want them to follow you home you have to ask -> come home with me or something like that, or they'll drop the other sim off on the way home and the date ends. Not sure if you did that, but that might be the cause of it


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: syberspunk on 2007 June 06, 05:38:01
Quote
2. If they stay on the community lot when they should be at work/school, they will miss the carpool/bus on the home lot and be penalised.

I have a couple of questions:

1) What happens when work or school time rolls up?  If your sims drove there in a car, can your sims drive to work or school while on the comm lot?  Is the option even available?  If not, can this be enabled?

2) If this can't be enabled, then alternatively, would it be possible to have some notification message pop up... maybe at least an hour or two before their work shift?  I'm sure peeps might be annoyed... but I think it would helpful somewhat... so we can at least decide to have our sims go back home (if we can't send them to work or class from the comm lot).  I think I would rather have a nagging notice than have to constantly check or remember when a sim's work shift start.  A notice for school might not really be as necessary, since that's like a set schedule.  But I think a work notice would at least be nice.

Quote
3. Community lots can not be saved unless they are owned business lots for that sim family.

Doesn't the game already behave this way?  I thought you couldn't save comm lots unless they were an owned business of the current sim family being played, no?  Is this any different than 'normal' in-game behaviour?

Ste


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Ancient Sim on 2007 June 06, 19:36:51
Well this seems to be working fine in my game and logically, it's how it should happen.  The only thing I don't like is the fact that you have to send them back earlier than you might have done if they have work coming up, wihch means they can't hang around to wait for vampires & so on.  Pity they can't go to work from the community lot and return there, that'd be much better.  I don't have any businesses at the moment, either.  If I had I don't think I could use it, because my method was to send them there for several days on the trot so they got the business up high enough for me to never need to send them back, as it's so B-O-R-I-N-G.  I suppose the business would have to be their only job for that to work.

I shall keep it in, though.  It never did make sense for them to come back at the same time as they left.  I thought Maxis were meant to be bringing something in like this, but presumably they gave up on the idea (one more to add to the list).


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: syberspunk on 2007 June 06, 19:54:35
The only thing I don't like is the fact that you have to send them back earlier than you might have done if they have work coming up, wihch means they can't hang around to wait for vampires & so on.  Pity they can't go to work from the community lot and return there, that'd be much better.

Ok... so you can't go to work?  What if you had your sims drive to the comm lot in their own car?  Can you click on the car and send them to work or school in their own car?  I mean, obviously the car pool and school bus won't show up.  That makes total sense and I wouldn't want that changed.  But, it would be nice if you could send sims to work or school from the comm lot, and have them return to that comm lot.  Same as if you sent a YA to class or their final while on a comm lot.  The comm lot just speeds by on 3 as if you were back at their home/dorm lot.  If it doesn't already work like this, is it too hard to enable?

Ste


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Magicmoon on 2007 June 08, 04:24:54
Everything has been going well with this mod, until tonight. That is, if this error belongs to this mod.

Newlyweds buy a toy store. They, along with their Servo, go to the store in a cab. They stock the store and stay for the first day of sales. Husband and wife sneak off into the back room for a quickie. She gets pregnant with twins. Although they spend the rest of the day there, the pregnancy doesn't progress. (I guess they don't on comm lots).

Time to close the store. Call cab. Everyone gets into the cab. Error pops-up. Reset makes the cab "pull up" again and repeats the error. Cancel does the same. Delete causes the cab and the husband to disappear. Wife and Servo stand on curb.

Call cab. Repeat entire error, reset, cancel, delete. Wife and cab are gone. Servo on curb.

Call cab. Repeat procedure. Delete. Cab and Servo gone. I'm staring at the lot, without Sims on it. No save, go to neighborhood, or quit game available to me. I can't force any errors because I cannot click on anything. Can't use InSim to enable save mode because no Sim around to click on it.

I had to ctl>alt>del to quit the game.

Here is the error. If it doesn't belong to this mod, please let me know. I will attempt to enter the game again now to see if I can find my missing family. I sure hope they are at home.


[attachment deleted by admin]


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: J. M. Pescado on 2007 June 08, 08:52:13
It's definitely crammyoid, although judging from "undefined transition", it looks like a debug hook might have been left uncapped, as at least in MY code, you will never get an undefined transition unless I have left a debug hook still there. Most others are not so tidy about eliminating dangling FFFCs, though.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Magicmoon on 2007 June 09, 17:17:35
The family was still on the Comm lot when I reloaded. I had to take this mod out to get them home.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: shadow on 2007 July 14, 19:52:26
This is something that has annoyed me since the beginning of TS2.  Can I try this if I don't have Pets installed.  I have it, I uninstalled it because I thought it was causing too many problems.  I'll re-install it if I have to.  I have all the other EPs installed but no stuff packs.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: kuronue on 2007 July 15, 01:10:27
This is something that has annoyed me since the beginning of TS2.  Can I try this if I don't have Pets installed.  I have it, I uninstalled it because I thought it was causing too many problems.  I'll re-install it if I have to.  I have all the other EPs installed but no stuff packs.

If "all other EPs" includes Seasons you'll probably be fine.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: pixiejuice on 2007 July 15, 15:22:26
A brilliant mod!  Working great so far, no problems.  Even works when messing around with the sethour cheat, which I do quite a bit. 


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: mildlydisguised on 2007 July 28, 14:19:59
This is something that has annoyed me since the beginning of TS2.  Can I try this if I don't have Pets installed.  I have it, I uninstalled it because I thought it was causing too many problems.  I'll re-install it if I have to.  I have all the other EPs installed but no stuff packs.

I have all EPs but not Pets installed and it works fine for me.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: unicorngurl on 2007 August 22, 00:28:10
I hope this doesn't count as necromancy, since I know thats bad.  But since this isn't quite a month old I figured maybe someone who knows more about this than I still reads this.  I only recently found and installed this, after backing up and everything and it works fine.  But before I advance my favorite neighborhood several weeks and realize I am screwed, what happens when/ if I get and install Bon Voyage?  I always take out all hacks for a new expansion install.  But since this says it adds tokens to the saves, I am wondering if i will cause a BFBVFS if I remove this hack after using it extensively?  I know the ACR also uses a token method, but that has a way to remove them if I recall correctly at all, which it says to use before uninstalling? I don't see anything about this having a similar option.

Just wondering if someone much more wis ein the way of codes and hacks than me could tell me what will happen when/ if one takes this hack out to install an expansion pack, and doesn't put it back in?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Magicmoon on 2007 September 07, 21:24:03
I wouldn't try it. They changed too many things in BV. Besides, there is already at least one bug in this program that needs fixing, but Crammyboy is MIA and hasn't been back to fix it. The bug involves stranding some Sims on business lots where they can't get back home unless the mod is removed.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: LoveStainedHeart on 2007 September 08, 02:57:53
Hackdiff says this is definitely broken and incompatible in BV. Using it would probably make your game go 'splodie.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Sam on 2007 September 09, 03:19:15
I would also like to know if there's a "safe" way to get rid of this mod when I get hold of BV, at least until such time that this gets updated for it. In the meantime though, reporting an overall problem-free experience, although when I took a sim out to buy a couple of cats he returned immediately, but all other times I've taken sims out they've stayed away 'til they're meant to come back.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: jsalemi on 2007 September 09, 05:17:08
Delete it?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Sam on 2007 September 09, 16:23:37
Wouldn't this be a problem?

Quote from: crammyboy
1. Make backups of the game BEFORE installing the hack.  Tokens are added to sims with this hack that will be saved in backups.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: jsalemi on 2007 September 09, 16:33:49
It might cause a reset if you remove it and start the game, but installing BV will cause a reset anyway, so kill two birds with one stone.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Sam on 2007 September 09, 16:57:09
Oh well, if that's all it is... I haven't even got BV yet, but making plans to :D


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: trudy on 2007 September 11, 13:58:28
is anyone going to pick this up? It was such a great idea... I would use it even if it wasenīt perfekt. The time loops back are just so anoing..


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: jsalemi on 2007 September 11, 14:28:29
Since BV introduces synced time, at least between vacation hotels/homes and lots, I imagine this would require a virtually complete rewrite to work with it.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Vren Lyet on 2007 September 11, 20:05:05
is anyone going to pick this up? It was such a great idea... I would use it even if it wasenīt perfekt. The time loops back are just so anoing..
I second that!

I've been using this hack from the beginning and it's crucial to my way of playing the game.
If anyone would look into it that this hack's made compatible with Bon Voyage, it would be very much appreciated!

There are only a few hacks I consider essential* to the Sims 2, this hack is number one on my list.

* J.M. Pescado's hacks are mere fixes to me. I have the entire director's cut in my game just so the game can be played as should have been intended.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: trudy on 2007 September 12, 09:53:15
well it was deactivated for university because time is kind of synct there, would it be able to deactivate it for vacations? Just make it work like it was, I donīt even care the litle bugs, if I have to watch some things so that something bad does not happen I will. I would apreciate just any way to make it work again. Running a bussines without it is just no fun.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: pixiejuice on 2007 September 13, 19:16:50
Yes, I miss this one too.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: shadow on 2007 September 13, 20:11:29
I just started using this a month or so ago and I loved it.  I wouldn't care if it doesn't sync vacation time just would like it for community lots in the main neighborhood.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Gamblor on 2007 September 13, 23:29:49
I agree. If Crammy is MIA and not updating anymore then another writer should take over or someone else try to write his or her own. If I had the skill I would do it hands down. It's the best hack for the #1 announce in Sims history. It's just strange that all the good writers out there don't want to pick up where Crammy left off. Just think of all the credit the guy would get if they took the challenge on creating one and succeeded. They would be loved and worshiped by all simmers in general.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Ailias on 2007 September 20, 20:00:00
It does not work with BV definetely - as my sim went to another vac lot by walk and got stuck - the game says there should be a driveway or so for this sim to be returned - so I guess this is  caused by this mod.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Vren Lyet on 2007 September 20, 21:17:20
Or maybe not.

I had this "sim stuck on walked to lot" issue myself - it had nothing to do with this cool hack for - as a precaution - I had removed all hacks before installing BV and as this one does not have the "compatible with BV" sticker I hadn't put it into the game again yet.

There might be some other hack causing this problem - I've had my sims take a taxi ever since 'cause I'm to lazy to hunt down the hack that's actually responsible for the broken "walk to lot" feature.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Ailias on 2007 September 23, 12:16:42
I cannot agree with you. 8)
As the Walk on lot is a new feature in BV it could not be coded in preBV mod like this one.
Sims could move from one lot to another just in two ways - taxi or own car.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Vren Lyet on 2007 September 25, 20:48:57
Well, actually, I tested the hack with BV installed.

I took a Maxis sim from the bin an put him (with his dog) into an apartment in an attached downtown.
I tried visiting a local comlot and it worked like intended (I had him drive there by car as I took it for granted that walking there wouldn't work). When he left the comlot for home, the home lot appeared, time passed and after some hours he returned. It did not have any effect on vacations: he left for the island (without his dog, of course) and returned two days later but no time had passed on the home lot.

I haven't tried to have him visit a non-local comlot (didn't occur to me this could be different), but I'm going to test that and more during the next days.

I'll report back then...


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: jsalemi on 2007 September 26, 12:34:19
Is it remotely possible for you to read the previous 15 or so messages that say it's not working in BV, and with Crammyboy MIA there's no  one who has taken on the task of attempting to update it for BV?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: simofborg on 2007 September 28, 01:11:21
Hi! I think you'll find that sims getting struck walking to lots is a Maxis glitch, at least I saw it reported as such on the resource.
I had it happen with no downloads in my folder and went to check, guess they'll fix it with the patch.
I send my sims by taxi.
I didn't know this hack existed.
I once requested it at insiminator and was told it was impossible only maxis could do it. Stupid me I believed it and didn't look further now I find it exists, but not for BV woo is me.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Ailias on 2007 October 06, 22:35:26
Actually the mod working fine unless using a "walk on" action at all.
Just forget it. As it never be/ P) :-\


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: trudy on 2007 December 01, 10:20:26
I can confirm that in extensive playing it seems do work as before, if one does not use the "walk to"-function.
If you do, the sims never arrive at the comunity lot and you have to leave to the neighbourhood.
Would be nice if anyone could integrade this function, but if noone is willing to, I still prefer to have time sinc :-)

I hope I am not disturbing anyone by posting this, I just though maybe there are people how missed this hack as much as I did and would like to know that it still seems usable.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY
Post by: Melanija on 2007 December 02, 04:10:03
I appreciate the update trudy.  As convenient as walking to comm lots might be, I'd much rather have this mod.  ;)


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/FT TEST ONLY
Post by: djacquelynstew on 2008 March 10, 00:37:28
OMG...how I have missed cboys community time project. Losing this made me really regret installing Bon Voyage. I do have a question before I attempt to test this. Can you use this and still have bv?  I second what Trudy said "I can do without walk to lot" if needed. I sooooooo want this project back in my game. :o :o :o :o :o :o :o


Okay, I couldn't resist. I put this in my game on yesterday, played until really late and even early this morning and so far no pronlems. works like a charm. Sent my sim to hobby lot around 11:30, then returned at 2:45  The house lot loaded and time was stamped as 11:30, but pop up appeared telling me somethinbg to the effect of 3h14m wait. Time continued and then at around 2:45 or so the car appeared. no problems, no issues. I love this hack, thanks a million crammyboy. Nice touch with the pop up - I don't recall it in the last (seasons) version).  Ps. I do have bon voyage. :D :D :D :D :D :D :D :D :D


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/FT TEST ONLY
Post by: Gamblor on 2008 March 11, 08:20:45
Welcome back crammyboy ;D Its good to see you updating  your awesome mods you created. This one by far is my favorite out of all the mods I use so thank you so much for updating your CTP. Makes this game some much better to play with. What have you updated so far in this beta FT version? Will the "Walk to" work in this version? Just would like to know before I test it out.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/FT TEST ONLY
Post by: crammyboy on 2008 March 11, 12:46:45
"Walk To.." works because it is implemented as an invisible car.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/FT TEST ONLY
Post by: J. M. Pescado on 2008 March 12, 15:38:24
(http://www.moreawesomethanyou.com/cats/invisiblebikecrash.jpg)


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: crammyboy on 2008 March 13, 03:06:10
There is a new version up which gets rid of the Maxian BV lot time (Huge pile of crap) and replaces it with this.

There is a known problem where the time left in the holiday will roll over twice if the sim(s) are away from the hotel/owned lot at midnight. If anyone finds where this is set, please let me know.

Does anyone feel that the time taken for the holiday should run when returning to the home lot?

If you don't have BV this will make no difference.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: HelloKit on 2008 March 13, 13:07:22
Does anyone feel that the time taken for the holiday should run when returning to the home lot?

I was actually debating this myself yesterday. On one hand, if it doesn't, it makes the accumulation of work vacation days kind of pointless. But on the other hand, what happens when there are events like age transitions scheduled to take place during that period of time? If the age transition waits until the Sim returns, does he then have extra days until his next transition? Or will the hack make the appropriate adjustments to keep the Sims' ages in sync? If that's possible, that would be great. But if not, it may be better to leave this alone.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: floopyboo on 2008 March 13, 13:19:40
*farts hearts at crammyboy*

I was just two days ago bemoaning to a friend of mine who just got OFB that he was a lucky bitch because he could enjoy the fruits of your labours & I couldn't due to having Bon Voyage.

I am very much looking forward to putting Free Time on my computer now. Thanks for the update.

ETA: I'd like to see vacation time run on return from the vacation hoods, simply because I don't always have all sims in a household go on a holiday & it'd be nice to play what those sims get up to in the meantime, thankyou very muchly.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: MistyBlue on 2008 March 13, 14:54:16
I am so glad you updated! This is the best mod eva and I was finding it hard living without it.

I would like to see vacation time run on return, too. I usually only send a few sims on vacation and leave the rest at home.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: J. M. Pescado on 2008 March 14, 16:27:18
I was actually debating this myself yesterday. On one hand, if it doesn't, it makes the accumulation of work vacation days kind of pointless. But on the other hand, what happens when there are events like age transitions scheduled to take place during that period of time? If the age transition waits until the Sim returns, does he then have extra days until his next transition? Or will the hack make the appropriate adjustments to keep the Sims' ages in sync? If that's possible, that would be great. But if not, it may be better to leave this alone.
This would be an extremely bad idea. In fact, as a rule, it's a bad plan to make a sim go missing for longer than 24h. Like Uni-time, BV Vacation Time functions on what is fundamentally a totally different scale.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: HelloKit on 2008 March 14, 17:23:53
This would be an extremely bad idea. In fact, as a rule, it's a bad plan to make a sim go missing for longer than 24h. Like Uni-time, BV Vacation Time functions on what is fundamentally a totally different scale.

Yes, hence why I was so conflicted...


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: kuronue on 2008 March 15, 03:29:11
I was actually debating this myself yesterday. On one hand, if it doesn't, it makes the accumulation of work vacation days kind of pointless. But on the other hand, what happens when there are events like age transitions scheduled to take place during that period of time? If the age transition waits until the Sim returns, does he then have extra days until his next transition? Or will the hack make the appropriate adjustments to keep the Sims' ages in sync? If that's possible, that would be great. But if not, it may be better to leave this alone.
This would be an extremely bad idea. In fact, as a rule, it's a bad plan to make a sim go missing for longer than 24h. Like Uni-time, BV Vacation Time functions on what is fundamentally a totally different scale.

Out of curiosity, what could happen? Would it fuck up the aging process? I know if they have a birthday while off lot that'd probably be bad but what else?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: crammyboy on 2008 March 15, 11:52:08
Everything related to the sim would be queued up and applied when the sim exits the taxi.

If the lot is empty: Bills would pile up. Burgularies may occur. House could burn down. Trash can kicked (Roaches)...


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: floopyboo on 2008 March 15, 12:46:51
ie: real life would happen. (oh noes!)

I would LOVE that. But I'm just nuts. lol.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Vren Lyet on 2008 March 15, 13:31:36
I'd like to have that kind of functionality, too.

But it would be extremely nice if age transitions that "supposedly happen while on vacation" could be made optional upon return (some dialogue box maybe); what if you age your Sim yourself while he/she is on vacation (birthday party in the far east for example) - then you should have the option to turn automatic adjustments off.

Nonetheless, even without such options, real passing vacation time would be awesome by itself already.



Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: HelloKit on 2008 March 15, 13:43:08
Everything related to the sim would be queued up and applied when the sim exits the taxi.

Right... and if the sim ages up several days after they were supposed to, then the rest of his age transitions and even his death will be delayed as well. I can work around this with Merola's Multi-Painting, if I am paying attention. But if the Community Time hack could fix this itself, that would be even better.

The other things like bills piling up, fires, kicked trash can... those are the facts of life and I'm prepared to deal with them. ;)


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: J. M. Pescado on 2008 March 15, 17:36:41
Out of curiosity, what could happen? Would it fuck up the aging process? I know if they have a birthday while off lot that'd probably be bad but what else?
If birthdays don't occur on the same day that they're queued, event sequences get slightly messed up. As vacations can last an ENTIRE WEEK, you can imagine how this gets extremely ugly. Fires would be rather unlikely, though, seeing as without sims, there's not much that can be set on fire. Basically, extended-absence vacation is a bad plan for the same reason running Uni-time to the same scale as the regular hood is a bad plan: The time scales aren't compatible, they have vastly different compression factors. "Neighborhood Time" functions as a highly compressed version of real-time where with a large number of inconsistencies, a day is similar in scale to about a year. "Uni Time" has a compression scale of about 3 days to 4-6 months, and Vacation Time is largely real-time, at 1:1. I would argue that one reason community lot time doesn't move "home time" is because community lot visitation largely shares a similar 1:1 scale and thus the amount of scaled time elapsed is basically infinitesimal, but equating vacation time to neighborhood time would simply be a bad plan without rescaling the entire game's time scale. Which is certainly DOABLE. I *COULD* create a single, unified, real-time scale for everything in the Sims, but it'd be an extensive modification and the game would run SLOOOOOOW.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: crammyboy on 2008 March 15, 22:50:41
You could just make a vacation 24 hours long, from 8am till 8am the next day.  Although this would not be scaled correctly, there would be some impression of "being away" that would allow for a small possibility of events to occur.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: V on 2008 March 16, 02:51:17
Would the sims be able to get done every vacation thing they need to get done in one day? Or do you mean that the vacation would take as long as it takes, but the "time away" in the actual neighborhood would be about 24 hr?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: crammyboy on 2008 March 16, 03:12:48
Vacation time would be normal. Home time would be 24 hours.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: tryguy on 2008 March 16, 07:41:36
Out of curiosity, what could happen? Would it fuck up the aging process? I know if they have a birthday while off lot that'd probably be bad but what else?
If birthdays don't occur on the same day that they're queued, event sequences get slightly messed up. As vacations can last an ENTIRE WEEK, you can imagine how this gets extremely ugly. Fires would be rather unlikely, though, seeing as without sims, there's not much that can be set on fire. Basically, extended-absence vacation is a bad plan for the same reason running Uni-time to the same scale as the regular hood is a bad plan: The time scales aren't compatible, they have vastly different compression factors. "Neighborhood Time" functions as a highly compressed version of real-time where with a large number of inconsistencies, a day is similar in scale to about a year. "Uni Time" has a compression scale of about 3 days to 4-6 months, and Vacation Time is largely real-time, at 1:1. I would argue that one reason community lot time doesn't move "home time" is because community lot visitation largely shares a similar 1:1 scale and thus the amount of scaled time elapsed is basically infinitesimal, but equating vacation time to neighborhood time would simply be a bad plan without rescaling the entire game's time scale. Which is certainly DOABLE. I *COULD* create a single, unified, real-time scale for everything in the Sims, but it'd be an extensive modification and the game would run SLOOOOOOW.

Yeah, I totally agree with this line of thinking.

I always thought it quite odd (let alone unrealistic) that you could go out partying for most of the night, and then come back to the same time that you left (and relive that time), and hence the need for the Community Time Project.  It seemed to be a good balancing mod.

But having read this time scaling idea, I can see how the Maxis system is logical in itself.  If we go ahead and say Neighborhood time is 1:365 (or something like that, since the average age of a Sim is about 71 game days, and Human beings live for close to that amount, but in YEARS), then popping out for a night's entertainment really is a non-event.  So, yeah, I can live with the built-in time behavior, now that I understand what's happening.  The problem is, the different time scales aren't properly indicated when they're in effect, so everyone just assumed (like I did) that time was constant, and that Maxis was cheating by giving back the hours we spent on the community lots.

Having 1 game day represent 1 Sim year (but not using "days" instead of "years", and pretending everything was playing out in real-time) ends up making things very odd.  Bolting on truly real-time modes (Community Time) onto things (while making no indications that the time scale had altered) adds to the confusion.

But, a neat way of thinking about the Sims' time scheme might be to think of the days passing as not being of a contiguous, day-to-day, week-to-week nature, but each day as an instance of one within an entire year's breadth.  So, day 1 is just an ordinary (or perhaps a *noteworthy*) 24-hour day in the life of a Sim.  Day 2 is another noteworthy day, but it's an entire year later (so it's not contiguous).  In my mind, this kind of thing would make the game a little more logical (everything (community time, vacations, everything) would be occurring in real-time within the scope of a year, so the Sim could leave for a week-long vacation, and when they head home, we lose track of them, and then simply catch up on the next "noteworthy" day the following year.

For this to work properly, days would need to reflect the fact that an entire year has passed.  It'd be cool if the Sims were wearing different clothes, and had slightly different skill levels, and slightly different relationship scores.  Which sounds like an awful lot of work.

Anyway, I just had this idea after reading J. M. Pescado's response.  I can perhaps think of things happening in this way when I'm playing, rather than try to actually rework things to play out like this...  Thinking about things doesn't really require much effect, I find. :)

In regards to the mod, well I appreciate the work that's gone into it.  Before the idea of the different time scales came up, I thought this was a very good improvement to the game.  Now, I can see it's not strictly necessary, or at least not for me (and my game conceptions).

TG

PS I hope I haven't put a downer on you crammyboy.  I still think this was an impressive mod, and I love all your other mods. :)

edit: Actually, I've just had another idea.  What if there was a button that the user could press to move time along?  You could play Sims in real-time (like how it is now, playing through from day-to-day, week-to-week (but you really ARE just moving one day at a time), and then when you think you've had enough, you hit the button and it fast-forwards things a year.  And you can then go back to playing in real-time, and after a while just fast-forward again to move things along.

With this method, we could conceivably keep most of the current real-time gameplay (which has the time scaling of 1 game day = 365 Sim days), but just arrange things so that instead of:
   day1=365 (baby is born)
   day2=730
   day3=1095 (baby grows into a toddler)

It could be:
   year=year1 (baby is born)
      day=day1
      day=day2
      day=day3
      ...
      day=day99 (time-shift)
   year=year2
      day=day1
      day=day2
      ...
      day=day23 (time-shift)
   year=year3
      day=day1
      day=day2
      ...
      day=day43 (baby grows into a toddler)
      day=day44 (time=shift)
   year=year4
      day=day1
      ...

There's a lot more to work out (like what triggers the baby's birthday?), but I think this idea could work.  Birthday's wouldn't need to happen every year, we just keep the current structure of 3, 4, 7, 15, etc.  And since the user has the power to fast-forward through the years, it needn't be a bore -- since they could just keep moving forward.

Anyway, I just thought of this, which I think rounds out what I proposed.

TG


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Vren Lyet on 2008 March 16, 10:31:35
Is the latest version (0.6 ft) compatible to games that do not have "Free Time" installed?

I'm playing the Mac version of the game (as stated before) and have all available expansions installed. "Free Time" has not yet been released for the Mac, so I wonder whether the current version of CTP which is described as being for "Free Time" works correctly with my game, too.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: crammyboy on 2008 March 16, 11:39:46
But having read this time scaling idea, I can see how the Maxis system is logical in itself.  If we go ahead and say Neighborhood time is 1:365 (or something like that, since the average age of a Sim is about 71 game days, and Human beings live for close to that amount, but in YEARS), then popping out for a night's entertainment really is a non-event.  So, yeah, I can live with the built-in time behavior, now that I understand what's happening.  The problem is, the different time scales aren't properly indicated when they're in effect, so everyone just assumed (like I did) that time was constant, and that Maxis was cheating by giving back the hours we spent on the community lots.

So how is Sneaking out logical? Does the sim do this every night for a year?
The problem for me is comm lot skilling. I can send a sim out for 18 hours and they can skill for most of that time before heading home exhausted. Some food, coffee,a piss and shower later, and off they can go off to another lot for more skilling. Commmunity Time makes it feel less like cheating.
For the most part, I don't try to scale sims to RL. It's a game. Sims have very short lives.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Vren Lyet on 2008 March 16, 11:53:19
Quote
For the most part, I don't try to scale sims to RL. It's a game. Sims have very short lives.
Right! To me my Sims are like virtual pets with a virtual life span. I don't translate sim days to real world years or something like that.

Quote
Commmunity Time makes it feel less like cheating.
Absolutely! I totally agree.
Also, it's nice to have a Sim who owns a business go to work there and actually spend time working there.
Okay, fulfilling the "Have 5 top businesses" LTW is quite challenging this way, but anyways - overall gameplay's just better with the Community Time Project in place.



Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: blackcat on 2008 March 16, 11:58:44
I agree. I play my sims as they are living on a normal scale, It's just that in real life there are a lot of similiar days, as for sims you try to make every day uniqe.
I really love this mod, it's one of the most crucial mods for my gameplay. I like that I can have parents go out, and their kids can have secret party, so that the parents won't knew, have lovers come by, while the partner is at the grocery store, and so on.

I don't think that vacations should be tweaked, to have sims go on vacation and spend there almoust quarter  of their life is at least strange, or make parents go on vacation, while there child grows up? Honey moons will be strange too.

I wait for the version, where more then one "go out" can happen at once with big antisipations.

Thank you very much for all the work you've done.  :-*


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: djacquelynstew on 2008 March 16, 12:07:45
Hey Crammyboy.  Just want to say again this is the best mod ever (at least for my sims) I think this project is perfect the wat that it is, and I (my sims) cannot go back to life without.  I do have a question. I downloaded when it was just ft test. I see you have v0.6 ft   now, is this an updated version or the same one that I tested few days ago,that I should now re-download?

Again, thanks so much for putting this cracked egg back together again.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: tryguy on 2008 March 16, 15:14:00
Yeah, the time scheme is a hack job, no question.  It's been cobbled together to make things fun, not to be entirely logical.  And I'm not really supporting it; I just got an insight into things and thought I'd share.

Blackcat's examples sound pretty fun, and useful.  So yeah, I'm gonna download it right after this, and have some of that fun too.

As for intentionally skilling Sims up at comm lots, well, that is lame.  There are plenty of easier ways to cheat in that manner.  I personally think community time goes too fast as it is, just by doing normal relationship stuff, than to use it to gain skill points.  I wouldn't waste my time doing that, because I don't generally care if my Sims max their stats out or not.  Just as long as they're doing what I want them to do, and I find what they're doing interesting.

I too just play it in real-time, days flowing into each other, mainly because there's no other way to play it.  I don't really think, "Oh, there goes another year!"  That would be lame in itself.  I think Maxis could have had a time shifting scheme like I'm suggesting where the user plays in real-time and fast-forwards time at their choosing -- this would have allowed the player to choose the rate of progression, rather than the current forced-march of time, as it is now.  But they didn't.  It doesn't make a lot of sense, but it plays well enough.

Anyway, I'll leave it at that.  I'll play around and see if it enhances the gameplay.  I have a feeling that it will, so, let's rock.

TG

Anyway,


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: J. M. Pescado on 2008 March 18, 08:59:06
So how is Sneaking out logical? Does the sim do this every night for a year?
The problem for me is comm lot skilling. I can send a sim out for 18 hours and they can skill for most of that time before heading home exhausted. Some food, coffee,a piss and shower later, and off they can go off to another lot for more skilling. Commmunity Time makes it feel less like cheating.
For the most part, I don't try to scale sims to RL. It's a game. Sims have very short lives.
This is probably why comm-skilling isn't natively a part of the game. Plus, in truth, I never use comm-skilling for this, and if you're trying to exploit skillpoints this way, you are doing things the hard way. Besides, it's totally unnecessary: Once you get past CAS losersims, children can already maximize everything and leaving for a community lot makes your sim "stupid" which can result in a speed reduction in skill gaining of about 5. TS2 is basically a game with a large number of logical holes and inconsistencies, and fixing one tends to reveal others. Ultimately, you have to decide with what holes you can live with: The ability to skill on a community lot creates a bit of an exploit, but the inability to do so renders community lots worthless. The time-freeze effect creates the exploit again, but the lack of it creates other problems (and again, renders it worthless due to the inability to use the +LR boosts, as you lose the innate "IQ" bonus and you can't normally use thinking caps on community lots).


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: floopyboo on 2008 March 20, 08:15:38
The community time project for FT is working as advertised in my game thus far, thankyou. Have only tried out the traditional sense of it though, I have yet to install vacation destinations in this hood.

ETA: Preggo sim returned to her lot at the same time that she left. Is this function or fuckup?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: V on 2008 March 23, 15:21:48
... leaving for a community lot makes your sim "stupid" which can result in a speed reduction in skill gaining of about 5...

I put a debugger on comm lots to make my sims smart again while they are there.

I am considering using this. But I am wondering what the process would be for uninstalling it, if I should decide that it is not working for me. Is there a process for uninstalling beyond the simple removing the hack from your downloads folder? Or do you have to also scrap all the neighborhoods and return to the backed up versions?



Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: crammyboy on 2008 March 26, 20:53:17
Just take it out. The most that would happen is a reset of sims out of world, if they are waiting to return to the lot.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: ghostchoir on 2008 March 30, 16:39:42
For some reason, this absolutely refuses to work for me. I'm using a brand new computer, which means everything is freshly installed and there are no other downloads on it.

I have the following packs:
Free Time
Seasons
Pets
Open For Business

I downloaded the most recent Free Time hack. And yet...nothing. It doesn't matter whether the Sim goes to a hobby site, their business, a community lot, whether they go by taxi or drive their own car, whether there's just one Sim or multiples - it just won't co operate. They'll come back as if the lot was never installed.

Any idea why this is happening? Or is there something really obvious I've somehow forgotten to do? I had this hack on my original computer (before Free Time) and it worked perfectly.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: floopyboo on 2008 March 30, 16:48:35
Have you tried it on a comm lot you made yourself since you installed the hack? I noticed that one of my lots (the national park) that I made with the last ep doesn't seem to "do" this hack, but one that I created after I installed this hack is just fine with it.

Create a new comm lot for the purpose of testing this & see what happens. I'm hoping that by modifying my lot & saving I'll be able to get it to work with this hack, if not, well I guess it's going to have to be a vacation hood lot. Oh what a pity. ;)


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Ethendrelle on 2008 March 30, 20:34:30
Have you enabled custom content?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: ghostchoir on 2008 March 31, 13:51:50
Yeah, I've tried it on both one that I've designed myself, one of the community lots that was already there, and one of the secret clubs.

And yes, custom content is enabled. I just tested that out by installing another hack, that one ended up working but this one still doesn't. Odd.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: floopyboo on 2008 March 31, 14:12:08
Well I got my "wonky" lot to work with ctp by changing levels (floors?) while on that lot. I don't know if that will help for you though. I assume you've run the hcdu to verify that it's not conflicting and that you haven't downloaded the seasons version by mistake?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: ghostchoir on 2008 April 01, 14:51:45
I tried changing the levels and that didn't make any difference. Although now my sims' business has a second floor for no apparent reason, haha.

Everything's been checked, and i've deleted and redownloaded the free time one just to make sure. Other hacks that I've downloaded since are working, so it's quite odd. - and again, when I first downloaded it it was the only download at all I had.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: floopyboo on 2008 April 01, 15:04:22
oh well. all you can do is play with boolprop enabled & hopefully come up with some sort of error log to post. otherwise, meh. :z


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: ghostchoir on 2008 April 06, 09:39:11
That's odd. Today it just...worked. I didn't change anything or meddle around as I had pretty much given in on it working, and then out of nowhere it did and continued. Not that I' complaining :D


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Swiftgold on 2008 April 10, 17:28:54
This seems to be working just fine for me. However, I did bring an elder couple on vacation with this installed. Both of them went out to the vacation comm lots together from their hotel, and no one else was left behind or anything. So I played with them on comm lots all night and then returned when they were tired. I got the popup telling me how many hours they would be away (that is new from the last version) and then I got to watch all the tourists swim and stink and beat each other up for 12 sim hours, which even on three-times speed was kind of a while.

It made me wonder if this hack could allow itself to be bypassed somehow when everyone on the lot leaves during vacations, anyway - if I remember correctly, that's how the vacation lots work normally? You come back to the hotel around the time you leave the comm lot? I remember it happening on my first vacation anyway, without this hack, when I took a few of them to comm lots and the rest "lost" the time when they'd came back in the morning.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: CatOfEvilGenius on 2008 May 25, 02:08:37
Thank you so much for this.  OFB was getting way too easy, especially my espresso bars and the florist shop run by plantsims.  Their needs just never went down enough to leave, and meanwhile, back home, time stood still, so they had no pressure to return.  Finally, OFB can be challenging again, yay!  And, of course, dates, community outings, and even mundane grocery shopping now become tests of scheduling.  Yippee!

QUESTION Would it be possible and are you willing to modify the code so that testing cheats pie menus don't appear, but you still get the lot boundary functionality you need?  I just don't want to see all the testing cheats stuff I don't need.  Not a big deal, but would be appreciated.  Thanks.

Also, you may want to mention that userstartup.cheats in in My Documents/EA Games/The Sims 2/Config, for those who don't know.

Quote from: Swiftgold
It made me wonder if this hack could allow itself to be bypassed somehow when everyone on the lot leaves during vacations, anyway
I second this.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: labeth on 2008 July 16, 02:36:55
I don't see a more recent thread on this, so I'm going to post it here.

I'm having an odd problem with this-- it worked fine for quite a while (this is after installing FT), but recently, my immediately post-college sims, upon buying a house after graduating, are being assigned a random number of hours when they go off lot. For example, a sim goes to a community lot at 6:00, stays there until 10:00, and then, when they get back, the pop-up states that they will be back in 57 hours.

I'd really hate to lose this hack, because honestly, it's probably my favorite, but I'm on my third house this has happened to. Regardless, I thought it might be helpful information. Let me know if I can provide any additional info.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: V on 2008 July 23, 23:59:18
That sounds pretty alarming. Has anyone else had this problem?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: dorquemada on 2008 July 25, 12:17:11
I've got a version with no pop-ups, but after I put visitor controller in, they've started to return on n+24 hour instead of n. After I pulled the controller off, this effect lingered for two more visits and then reset back to normal.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: MrMugg on 2008 September 05, 23:52:48
Has any awesome person tested this with Apartment Life yet?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: edespino on 2008 September 06, 04:02:33
hackdiff say no so i dont want take the risk, any brave ???


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Vren Lyet on 2008 September 06, 07:57:20
I've put it in my Apartment Life game (I have all EPs and SPs) and so far it seems to be working alright. I had one Sim whoe lives in an apartment visit a community lot while another one of the same family including a roommate stayed at home. Everything appeared to be working as intended. So far, so good. Further testing will be necessary though.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: edespino on 2008 September 06, 14:00:04
i run again the hackdiff an get this

C:\Hacks\CBOY_CommunityTime.package: may require possible updates:
    B 0x7F4EA230 0x203B Functional - Main
    B 0x7F4EA230 0x2076 Main - Community
C:\Hacks\CBOY_CommunityTime_Token.package: clean

some awesome hacks mark something like this and are safe maybe someone more awesome than me can say if is safety, meanwhile i will wait some time to take the risk.



Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: djacquelynstew on 2008 September 14, 00:26:10
I have this fabulous can't live without hack in my games as well. All EP's including AL and yes, it works just as it should. And all is well in my sim world. ;D ;D ;D


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Carida on 2008 October 09, 23:24:40
I was wondering, I only just came across this hack and I want to give it a try. But I use the time-clock. That basically can either slow down time, or speed it up depending on what you'd like. And I use it to slow down. Because I feel their days are a bit too fast.

Would it then match up to that now hacked time on my home lot?

Thank you!

-C


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: djacquelynstew on 2008 October 26, 02:51:10
Hi I have and use religiously that time clock as well and it (community time projects)still works perfectly fine. although, if you are not taking all persons/pets off the lot then you need to reset the clock to normal run time. but when I take everyone, meaning no sims/pets are left on the lot, I never have to change the time clock to normal and when I return it logs the correct time away. I absolutely love this hack. can't live without it.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Carida on 2008 October 28, 16:23:25
Thank you so much for answering!

I've noticed that after I return to the home lot I can turn back on the clock and they will just get home in half the time. Cause I always use it at 50%.

So thank you!

-C


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Gamblor on 2008 October 30, 08:23:52
I was wondering, I only just came across this hack and I want to give it a try. But I use the time-clock. That basically can either slow down time, or speed it up depending on what you'd like. And I use it to slow down. Because I feel their days are a bit too fast.

Would it then match up to that now hacked time on my home lot?

Thank you!

-C

Carida where did you get this time-clock hack??? I would like to give it a try.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Carida on 2008 November 11, 08:36:28
It works fine with my time control clock. Just got to remember to shut it off before you leave the lot.

And here Gamblor

http://www.simchaotics.com/


That is where you will find the time control clock. :)

-C


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Carida on 2008 November 19, 18:16:46
Just a wee update for anyone who needs to know, WALK TO nor FLY TO work for me with this Hack in. So I had to pull it out cause I actually do want to fly ;)

But its an awesome hack so I hope to see it updated for AL one day. :)

-C


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: BattyCoda on 2008 November 20, 19:13:29
I have pretty much everything including AL and walk-to works fine for me. I haven't tried fly to, though.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Pyromaniac on 2008 November 30, 15:41:09
"Fly to" works for me, actually. But I've experienced some oddities where kids/teens weren't able to "Walk to School" if they missed the bus. They just queue out of the action as soon as I select it.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Carida on 2008 December 04, 03:20:42
The helicopter doesn't work at all. Not that you can't use it. You can. You can get in it, go wherever you need to go, and come back. And it won't do what the hack is supposed to do. So basically its like I don't have the hack in at all.

I don't know, for me its probably a combination of hacks. Since I have a good bit of them to make my game more realistic since I lean in that direction. Just another wee update. I had to take it out entirely. I got this horrible jump bug I didn't know what was causing it, so I took that out and a few other things and my game settled itself. Ahh well. I also notice that you cannot take a sim to a community lot while the first one you took out is gone. Which is sad. :(

But anyway, as I've said, I took it out with all that silliness going on in my game. I do hope its updated for AL.

And I hope this information is of use to someone. :)

-C


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: pepsihamster on 2008 December 27, 16:20:09
Merry Christmas everyone! :)

Hmm, I have used this mod with Freetime without problems and was thrilled to hear that it would probably work fine with AL. Now, after installing AL, the green "bottle" has disappeared from all lots and what's even stranger, it is no where to be found in buy mode. Usually it is in misc, misc.  ???

Can you tell me how this can be? I mean, others have reported it worked fine with AL. I tried downloading a new file and replacing the old one. But nothing...
I truly can't live without this mod  :'(

Edit: Well, I finally went to a community lot knowing I would be "in trouble" with the time when coming back. Or so I thought! It turns out the community timer is still active and everything was fine when coming back home. BUT!! The community timer itself (the green bottle thing) is still missing on all the lots I checked (I have it on all lots) and it's nowhere to be found in the buy catalogue either. So I still can't install it on any new lots I'll be making and also I can't see the list on it, nor keep track of the days passing on the lots I play.
Please, if anybody knows how I can get the timer itself back on my lots, I would be a very happy simmer. Even if it meant having to uninstall it from the whole hood first (allthough I don't know how one go about doing that, when the bottle is missing).


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: LauraW on 2008 December 29, 16:30:45
I have AL and Community Time and my Timer is still in the catalog with no problems. I am guessing you downloaded something that replaced the Timer. You can use Clean Installer to see if you have a duplicate or remove part of your downloads until it returns and then add things back slowly.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: edespino on 2008 December 29, 17:43:35
Merry Christmas everyone! :)

Hmm, I have used this mod with Freetime without problems and was thrilled to hear that it would probably work fine with AL. Now, after installing AL, the green "bottle" has disappeared from all lots and what's even stranger, it is no where to be found in buy mode. Usually it is in misc, misc.  ???

Can you tell me how this can be? I mean, others have reported it worked fine with AL. I tried downloading a new file and replacing the old one. But nothing...
I truly can't live without this mod  :'(

Edit: Well, I finally went to a community lot knowing I would be "in trouble" with the time when coming back. Or so I thought! It turns out the community timer is still active and everything was fine when coming back home. BUT!! The community timer itself (the green bottle thing) is still missing on all the lots I checked (I have it on all lots) and it's nowhere to be found in the buy catalogue either. So I still can't install it on any new lots I'll be making and also I can't see the list on it, nor keep track of the days passing on the lots I play.
Please, if anybody knows how I can get the timer itself back on my lots, I would be a very happy simmer. Even if it meant having to uninstall it from the whole hood first (allthough I don't know how one go about doing that, when the bottle is missing).

mmmm i think you are make a mistake, the "green thing" bottle is part of  Pescado`s mod  i dont remember the name, the two mods are difentes. Well i cant explain better my english no is good.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: pepsihamster on 2008 December 29, 18:24:28
Thank you so much for your replies! I really appreciate it. I was so excited about the thought that all I had to do was isolate some download and it would turn up again.
I tried pulling various stuff out of my dl folder and I ended up pulling every single thing out, so that the only file in there was the community timer, but it still didn't show up. So it can't be a download then, can it?  :( I had so hoped it would work.

So now I am back to square one, as they say.

About the bottle thing - I am sure this is how the timer looks like. It's the container that normally has the green drink in it, for living longer (don't know what it is called in the english game though).

Any other ideas what might work?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Roux on 2008 December 29, 20:22:48
It's been a while since I used this hack, but I don't remember it coming with any object timers, pepsihamster. To reiterate what edespino said, I think you are confusing it with Pescado's lotsynctimer, which uses the green elixir bottle. They are completely separate and unrelated hacks.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: pepsihamster on 2008 December 29, 21:46:17
Wow, do I feel stupid now  ::) You were both totally right about what you said. It was the synctimer that was missing, because I had mistakenly left it out when dl for Apartment Life. Wow. What a relief  :D Now everything is working as usual.

I also know the reason I had them confused. I had dl and installed them simultaniously a long time ago. And therefore I have somehow always seen them as one hack.
Well, thanks for pushing this on me, otherwise I had never figured it out.  :-* Now I can finally start playing around with my newly installed AL. Yay! What a happy new year it will be! THANKS.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: faust on 2009 February 06, 04:33:01
So how is the mod working nowadays, I have all the games up to AL.

Also, thanks for attempting to make such a great hack.

YOU RULE!  ;D


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: talysman on 2009 February 06, 06:40:21
By any chance, did you read the post immediately before yours?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Privateer on 2009 February 28, 08:17:20
Now, I understand that Crammyboy is out of the hacking community, aside from the occasional pop in every now and again.

Is there any chance of getting someone else to adopt this hack? Although it seems to be running with few complications in AL, I would like to have someone assess it and tweak it.

So are there any kind and/or mercenary modders who would be able to assess this technically?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: ancienthighway on 2009 March 12, 17:46:27
Although it seems to be running with few complications in AL, I would like to have someone assess it and tweak it.

I've been using this mod for a couple of EPs now, up through AL and M&G.  I haven't noticed any wonkiness, complications, or other fits of malfunction with this mod.  Specifics?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Magicmoon on 2009 March 13, 18:32:28
Posts 60-62 of this thread explains a problem with this mod that was never addressed. I have to pull the mod to get the family back home whenever it occurs. Unfortunately, the error log has been deleted and I no longer have a copy. After the second time a family got stuck, I didn't put the mod back in, but I have missed it very much.

Since you report that it is working nicely for you, I'd like to give it another go. Would you be willing to look at the problem if it occurs again? Otherwise, I won't post error logs for an unsupported mod.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Privateer on 2009 March 19, 05:53:29
I've been using this mod for a couple of EPs now, up through AL and M&G.  I haven't noticed any wonkiness, complications, or other fits of malfunction with this mod.  Specifics?

Really, what I meant was having someone look through the code and test it to ensure that it was up to snuff; whatever sort of work that would go into updating a mod normally, or simply someone going into the code, taking a look around, and saying nothing should conflict. Any confusion about that probably stems from my complete ignorance of how modding works and related tardery.

Posts 60-62 of this thread explains a problem with this mod that was never addressed. I have to pull the mod to get the family back home whenever it occurs. Unfortunately, the error log has been deleted and I no longer have a copy. After the second time a family got stuck, I didn't put the mod back in, but I have missed it very much.

Since you report that it is working nicely for you, I'd like to give it another go. Would you be willing to look at the problem if it occurs again? Otherwise, I won't post error logs for an unsupported mod.

I think you should still post the error logs -- just in case some benevolent modding angel happens by this thread, or crammyboy walks with the living once more for another night. Seeing as how it seems to happen to you more often than it seems to happen to other people, I'd suspect it's some mod of yours, but we can't be sure.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: drakus on 2009 March 19, 23:48:53
hmm this is coolness
^_^ but is there a hack to slow down time passage slightly like one hour = 20 mins insted of 1 min?


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: raynuss on 2009 March 23, 17:15:00
hmm this is coolness
^_^ but is there a hack to slow down time passage slightly like one hour = 20 mins insted of 1 min?

I always thought that time passed too quickly in the game too.  I'd like a hack to slow it down.  Merola had a time clock that slowed sim time, but it had a few issues and I stopped using it ages ago.  I haven't heard of another hack that tackled the same issue.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: J. M. Pescado on 2009 March 23, 23:31:51
It isn't possible to "slow down time" as such because the tick is hardcoded. You can make time loop itself, but this produces all the aforementioned glitches because you keep rewinding the clock.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Gwenke on 2009 April 07, 23:36:08
I've been using this mod for a couple of EPs now, up through AL and M&G.  I haven't noticed any wonkiness, complications, or other fits of malfunction with this mod.  Specifics?
It used to work for me in AL, but now that I have M&G, it stopped working. HCDU shows no relevant conflict. If it works for others with M&G, there may be hope for me yet.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: Roux on 2009 April 08, 12:41:57
I have all EPs/SPs through M&G, and it's generally working for me. Sometimes, the sims that went to the community lot arrive back at the home lot with no passage of time. I don't get any errors or dialogs when it happens: it's just simply as if the hack were not present in my Downloads folder.

I haven't yet noticed any common circumstances between situations when it doesn't work, and I lack patience for testing. :) I'm just going with it and backing up regularly in case the hood goes asplodie.


Title: Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY
Post by: CatOfEvilGenius on 2009 August 25, 06:37:16
I can't use Community Time with AL.  Need to have testingCheatsEnabled for Community Time to work, but when I do, the apartment doors in an apartment lot spew tons of error popups, making the game unplayable.  What's this about a no-popup version?  Did I miss it in the first post?  I checked, I don't have any replacements for AL doors, and I don't think I have mods that affect AL doors.  The apartment lot is one that came with AL, not anything custom built.  EA lot borkage?  Tight pants from some door affecting mod I'm not aware of?

edit: Nevermind. Stupid me.  I have Inge's spiffy key mod, and I haven't updated it to AL.