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26  The Bowels of Trogdor / The Small Intestines of Trogdor / Attraction traits test object with readable source on: 2009 February 01, 07:52:34
I modified dizzy's lua tester object while experimenting with the lua trait code.
Thanks again to dizzy as his doc's were a huge help in getting started with this.

This steals the debug option on the mailbox - "make me know everyone"

It might not work in games earlier than AL, and it will actually update the traits.  Hence posting it here.
It's more for modder edumacation/curiosity.  My comments in the source probably won't all make sense - I've been reusing and editing this package as I explore other lua funcions.

Also of interest...
I used two of the unknown trait flags as 'Alienism' and 'naked'
It's also possible to set the traits for any color of skin or eyes, and other generic stuff like the properties of the crammyboy.
This is only half of the work that we'd need to figure out before we could start adding custom turn-on's though.


ETA:  Oops, I forgot to explain the dialog popup.
It lists all the traits that are set after the routine in readable english.
The 6 figures at the bottom are the 'attraction trait' fields 1 to 3.
First line of 3 show 'before', then second line shows 'after'.

ETA2:
Re: the custom turn on's.  I think it's impossible to add new turn on's without editing the exe (and in several places too by the looks of it).
However, replacing them is fine.  I made 2 different versions that replaced the broken custom hair trait with alienism or well hung.
27  TS2: Burnination / Peasantry / Re: Attraction Trait Fix BV+ on: 2009 February 01, 07:20:02
the do/end blocks limit the scope of the local's.

I reuse the 'f' variable as the current flags being processed.  So the do/end blocks are a compiler hint - it can use/reuse any of the slots it pleases if that helps optimise.

I'll post a test object later anyway.  I don't know if there's a hack already out there that allows people to view what traits are set.  doren had to do it the hard way.
It would also be useful for people to figure out if their CC is actually doing what they expect.
Although personally I'd like it built into the batbox... Some of my sims gardens look like Steptoe's yard with all the test objects laying around.
28  TS2: Burnination / Peasantry / Re: Attraction Trait Fix BV+ on: 2009 February 01, 06:35:46
The custom hair will appear in the correct bin, but the properties are broken since BV I believe.
Even all the EAxis hair in that bin will get the last selected genetic colour as a trait - and those in custom also lose the 'hat' trait too.
I downloaded my first CC hair to test this too.  Even hair from modders that know about the correct flags was still broke.
However, *if* it does get set properly in any games, then the trait will still be set with my mod.

1/ The reset... darn.  Didn't notice that.  My hood gets reset all the bloody time so they were already standing by their beds before I started testing this.
Sorry people.  I've added a warning.
Is there any 'rule of thumb' logic we can use to determine whether a mod is likely to cause a reset.  Just calling a global and getting a reset seems bizarre.  I'll experiment by moving those to see if it helps.

2/ Yep, I was looking for an easier way than the 505 and 57A calls.  There doesn't seem to be one.  I wish they'd used a separate flag somewhere to make that easier.
It works mostly, but yes - A sim with only a homebusiness would get the unemployed trait when not at home.
I guess I could write that up as a feature Wink  When in town you might recognise the big-shooters that own part of the the town, but maybe overlook a sim that sells craftables from their back room.

3/ That one *does* work.  The 2nd and 3rd parameters arguments are used as filters.  Tested fine too.  Look at the telephone call guardians for EAxis examples.

The persondata passed is for the cologne trait.  It's the same way the original EA code works.  It is handled elsewhere.
The few things passed could have been read in the lua too, but with more calls.

"Byzantine"?  lol.  I'll take that as a request to see the source Wink
Not all of the versions this is intended for have the named constants, and rather than hunt around all the LUA in the game, it was quicker for me just to use the figures.
Removing my notes also cut the size down by a decent factor.
I'll post a test object with all my scribblings for you and the other dozen or so people that are as tall as your beefy arms.
29  TS2: Burnination / Peasantry / Attraction Trait Fix BV+ on: 2009 January 31, 22:05:47
Attraction Traits Fix (V1.00) for BV+

DESCRIPTION:

  Ever wondered why trying to fiddle with your sims turn on/off's did not always have the results you expected?
  They didn't work.  Now they will work better.

  Fixes bugs related to the attraction system.
  These bugs remain present in all games since Bon Voyage (even if you patched)

BUGS/ANNOYANCES FIXED:
  - Wearing Glasses or Jewelry no longer sets the Lycanthropy trait.
  - Jewelry now correcty sets the Jewelry trait.
  - OFB business owners no longer have the unemployed trait
  - Managers employed in the OFB ownable jobs now have the hardworker trait.
  - Robots no longer have a random hair trait.
 Minor fixes.
  - Plantsim detect code fix - Incorrect flag unset when EP not present.
  - Witch detect code fix - as above.  Same bug was cloned.


NOTES:

  Some bugs remain in the EA engine and are too deep to fix.  Some workaraounds...

    Custom Hair
    Impossible to detect as the property is never set.
    You'll notice that when you go to the mirror to change appearance.  When you choose a custom hair they
    highlighted icon will be one of the black/blond/red/brown icons.  It is the latter that is actually set
    in your sims properties.  So when choosing custom hair, you can decide which trait to exibit.

    Glasses
    Although glasses and jewelry are two different traits, wearing glasses also sets the jewelry property.
    So if you have a sim that has a turn on for glasses and a turn off for jewelry, you might want to change these.
    Wearing jewelry alone does not set the glasses property.

    Beards
    While a sim sports any facial hair, from the lightest of stubble to the bushiest of beards, the following
    properties will not be updated when you add them in the mirror; glasses, jewelry, makeup and full-face-makeup.
    As soon as you remove the facial hair the properties are set, and therefore the correct traits.
    If you then add facial hair, the properties will remain set.  The properties will unset though without the
    need to remove the facial hair.  Weird huh?


  Legacy Custom Content
  Some old CC accessories were made, and are still classed, as glasses.
  You can fix these with the Wardrobe Wrangler.
30  TS2: Burnination / Peasantry / Re: Reducing the Size of Your Sims 2 Installation on: 2009 January 26, 12:48:18
You don't need to stop at just the logo movies.  Delete that annoying intro .movie too (the one that you probably 'escape' as soon as you see).
I can't remember the exact name.

I saved ~70Mb in total, but I didn't care so much about the space  It reduces the startup time.
31  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2009 January 19, 11:40:19
The traits are to do with the attraction system.
They're flags for hair color, fitness, skills etc. and they match the turn on/off fields.

They're screwed up of course.  Such as EAxis thinking that wearing jewelry makes your sim a werewolf.

Dunno what the blized thing is.
32  TS2: Burnination / Peasantry / Re: M&G, The salute fix on: 2009 January 15, 05:13:05
There have been pic's of the garbage and food trays somewhere on here already.
Somebody here reported the baby sticking to the chest after the salute - or something like that.
The EA code didn't check for the above cases.  So that's the fix.
Nobody had reported kittens or puppies, but that sould be stomped too.
33  TS2: Burnination / Peasantry / Re: M&G, The salute fix on: 2009 January 14, 13:19:53
Oops, I thought I'd posted this in Peasantry  Roll Eyes
I must have just been thrilled to actually get onto MATY, as it sucked most of today.

Yep, I found the garbage bag in the eye got old very quickly.
Not like the bug when the nanny washes the dishes with the kitten.
I've seen that once and keep hoping to see it again so I can take pics!
34  TS2: Burnination / Peasantry / M&G, The salute fix on: 2009 January 14, 10:23:36
No more putting the garbage bag on their head etc... as they walk outside on a clear day.

Fix - M&G, Door Animations
35  TS2: Burnination / Oops! You Broke It! / Re: Can't greet strays on: 2009 January 11, 23:19:02
I've seen this in my game, but some sims *do* have the option to pet though.
I've assumed it was tied in to some personality trait of the sim; niceness perhaps.
Total speculation, but it appears to be standard game logic.
36  Awesomeware / The Armory / Re: Phone Hack v8.3 on: 2009 January 06, 12:20:07
@blubug. Both. Probably.

@Roux, where & when did you read that?
If you're talking about this cosmetic bug from an August post, then I'd guess that the latest CEP9.1 from November must have fixed that.  Works fine now for me.
37  TS2: Burnination / Oops! You Broke It! / Re: All Sims on Lot are Frozen on: 2009 January 04, 05:09:33
Have you turned testing cheats on?
38  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2009 January 04, 04:57:35
katemonster, the file you posted is not in csv format.  So you are using an older version of SimPE than the current SimSheet expects.
Rufio will now be able to advise.
39  TS2: Burnination / Oops! You Broke It! / Re: Neutral Witches Broken on: 2009 January 02, 14:43:43
I don't think it's a bug in a hack either.

I just did an 'export sims' from the new QA on a fresh pleasantview.
Pleasantview is unplayed, and has been allowed to generate hack free.

I see three thumbnails of witches with no bodies as you describe.  They're all NPC type 71 (0x4B).
All have skills maxed on clean, mech and crea.  Zero skill in others.
Which sticks out as an unusual pattern among other npc's, where there is a sprinkling of randomness.

There are 6 other witches (NPC type 64), that have no thumbnails generated as yet,
and I'm guessing the 6 generated witches are 3 good and 3 evil. Can't see good/evil info in the output.

I've only seen the good/evil type on comm lots.
Where in the normal game do these "neutral witches" appear?
If the answer is never, then they're probably broken shit that EA left behind.
40  TS2: Burnination / Oops! You Broke It! / Re: Go to finals broken on: 2008 December 29, 18:26:31
It's not that.  'Sub - Go to class' doesn't require operands.
The error in the log above is happening at node 11 of 'go to class'
It needs "Local 0  := Stack Ob" prior to node 11.  There's a route through where it it's uninitialised.
41  TS2: Burnination / The Podium / Re: How to change lot class? on: 2008 December 29, 05:26:30
The values not sticking could have something to do with the cost of the lot.
(See Mootilda's post here http://nene.modthesims2.com/showthread.php?p=2048000#post2048000)
Also in that thread, there are suggestions that neighbouring lots may have some influence.  So maybe surrounding the slum with abandonated cars and dumsters would help.

Can't say that I really understand the lot class thing other than it is supposed to attract different social groups.  I've not played enough to tell if this has any real benefit.
The idea that a neighbourhood has different social areas is very appealing in theory. EA coded it though, and in the very last EP.  So I don't think it's worth taking too much effort trying to build a high-class bussiness district and expect the shops to generate higher profits for example.

On a related note, Has anyone noticed if the 'cheaper catalog prices' or 'cheaper rent' social rewards extend to discounts on the price of a new house?
42  TS2: Burnination / The Podium / Re: NEWS: WE CAN HAZ LEGAL THREATS? on: 2008 December 21, 18:30:37
Remember that the Sims Store is a beta, which means that EA is still testing it.

Yep, and that really bugs me about it.
Since when did beta testers need to hand over their credit card details?

I think the last update they did to the site (not content) was back in July.
One thing they changed was to 'fudge a fix' for people accidentally buying stuff that they had already purchased in an EP or SP.
What was the fix?  Those little EP/SP icons on the thumbnails of the links.  Clearly they want people to make mistakes.

Apart from seeing how many people they can screw over, what exactly are they still testing?
If the items are in beta, do they actually have a returns and refunds procedure for the broken objects?

Mootilda, I think you hit the nail on the head in that it's just the profitability that is in beta.
If it was going to make money, then surely they'd know by now.  Legal threats at this stage seem like futile attempts to save a sinking ship.
43  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) UPDATED 2008-12-11 Now with mirrors. on: 2008 December 11, 08:37:05
No, I didn't have any in mind.  Very thorough.

* tuna nabs the archive from the first post
44  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) UPDATED 2008-11-26 Now with mirrors. on: 2008 December 11, 01:23:05
Ok, so that's 12 files so far.  Is there any more to come? Smiley

A zip in the first post would be good.
And some of these files have 600+ downloads!
Looks like a "Taster's Choice" to me.
45  TS2: Burnination / Peasantry / Re: Enthusiasm gain mod - V2.00 (19 Oct 08) on: 2008 December 09, 11:58:33
Tweaked it a bit. Should now be (level-3)*6, plus the stacking for level 10, no resistance for sub-level-4 trash hobbies.

Yep, that worked better in play-testing.

There's a new version up here.

I've provided an alternate decay option that is based on interests+OTH.
So sub-level-4 will get some resistance for OTH, and low-interest hobbies won't qualify for the resistance.
Changed the constants too, which makes a big difference.
There's more in the RTFM

I've got the rest of my enthusiam hacks over at theSporum now too.
People using them can subscribe to the announcements thread to keep up-to-date with changes I make.
46  TS2: Burnination / The Podium / Re: What does "Japanese Bin.bundle.package" do? on: 2008 December 04, 01:39:33
What I know about how the sims facial structure files work could be written on a postage stamp.
I just tried copying the chinese file to downloads to see if there was any difference in CAS.  If there was it was too subtle for me to notice.
The people in the MTS2 Bodyshop forums would probably have better advice on what these files do.
47  TS2: Burnination / Peasantry / Feature AL - Landlords and locked doors. on: 2008 December 03, 16:27:23
FEATURE:
 Landlords were only meant to be able to pass through the main 'apartment' doors that were locked,
 not all the locked doors within the apartment to bedrooms or gardens etc.

COMPATIBILITY:
Requires Apartment Life.

ETA:
On second thoughts, this perhaps was intended, but just stupid code EA door code.
Figured that if the garden/kitchen door were locked, then that would get rid of the annoying behaviour of the landlord trapsing through the house when gardening.
*If* the EA doors don't use the route-blocking flags, then they would get to the door and complain which is problably worse.
I'll restrict this code to my smartdoor if the EA doors don't use that flag.

ETA again.
Yes the EA doors do use the route blocker flags so in theory you should be able to lock up your bins and garden.
Downgraded this from a fix to a feature.
48  TS2: Burnination / The Podium / Re: What does "Japanese Bin.bundle.package" do? on: 2008 December 03, 08:51:26
There are similar ones in the Korean and Chineses directories.
Facial structures by the looks of things.
So they don't have to play with fugly wide-eyed westernised sims?
49  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2008 November 30, 06:07:44
Why does the double quote need to be changed to a single quote?  Or did you mean the other way around?  I don't know all of the csv conventions, but I also don't know that Inge is following them either.
With the ", there is no way for the program to tell that that is meant to be inside a field instead of denoting the end of it.  I'm not sure why it would cause a crash, but it definitely wouldn't parse correctly.

Peter is outputting correct csv through SimPE, and Excel is loading it just fine.
Sorry about that explanation, an example would be clearer.
I did post a link to the rfc previously so that should clear up any confusion.

Below is a single field...
"The guy who writes SimPe is ""Peter"", Inge's hubby"
As that contains quotes, they have been escaped with a quote.
50  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2008 November 30, 04:34:42
I think the main problem here is having both the manual and live data entry.
It's probably not possible to keep both without compromising the data.

You did a great job with the manual data entry before the SimPE data was available.
You now have easy access to the real game data.  It seems a pity to waste that.

Elders get a visit from Grimmy when the AgeDaysLeft reaches zero.  Easy to predict.
Although they may get an extra day or more from the genie wish.  There's randomness involved, so impossible to predict that.

Did you try libcsv?  That's LGPL code.
The csv bugs were related to a double quotation not being reduced to a single quotation on input,
and a comma following a quotation within a data field.
The first is minor, the latter causes a crash.

The advantage of using the SimPE output as a starting point for the next savefile would be that it will be the last ever time you need to do it.
Add all the features to SimSheet you want and noone needs to start fresh because of a savefile version.
Add extra 'simsheet_*' headers for your extra data.
Add an extra row on the first line for a dummy_sim to contain settings if you must.  Although program settings should really be in a config file.

I'll pass on the opportunity to look at your code Smiley  I've enough projects on the go of my own that already stretch my free time.

Before you start writing the new savefile, it's probably worth taking some time out to reflect what it is you want SimSheet to be.
The Who What Why When of SimSheet, then the How will be more obvious.
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