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51  TS3/TSM: The Pudding / The World Of Pudding / Re: TSR Merlin !!! (magicaly giving TSR information about your downloads?) on: 2009 August 02, 22:51:52
I don't know about tracking...I'd have to err on the side of doubt because it basically looks like a TSR-branded version of 3Viewer. Of course, if it interacts at ALL with the Net there's reason for suspicion.
52  TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names on: 2009 July 29, 03:49:04
Well, guess what the 1.3 patch changed? "Amanda" is now "Abner".
53  TS3/TSM: The Pudding / The World Of Pudding / Re: A graphical glitch with adaptive anti-aliasing on: 2009 July 28, 23:42:01
I cannot attest to the accuracy of these claims, but according to EAxis:
Quote
ATI video driver's "Adaptive Antialiasing" option conflicts with ingame "Edge Smoothing." The combination causes visual corruption. A note has been added to the readme encouraging players not to enable these two features at the same time.

So, the programming equivalent of a warning sign...one that nobody will probably ever see at this point. Who's going to read it now?
54  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 26, 11:36:46
Heh, this actually became a problem in my latest game... every morning there is a zerg of kids and teens milling around the school entrance (which is tiny). Since their pathfinding sucks and they have to stop for ages any time they bump into someone else, few actually manage to get into the school on time. My active teen just couldn't fight his way past the zerg one day and only managed to come into the school at 13:00. Roll Eyes

Any way Pescado can fix the pathfinding? Or at least greatly reduce the time sims stop and tap their foot when they bump into someone?

Here's a quick fix for the door-jam issues: open The Sims 3\Game\Bin\Sims3.ini (back up a copy first) and change all the DynamicAvoidance_* values under the [Config] section to 0.0. It basically turns on no-clip and lets Sims walk through each other.
55  The Bowels of Trogdor / The Large Intestines of Trogdor / Re: Tutorial: making AwesomeMod-compatible XML hacks (Careers/Socializing/Traits) on: 2009 July 25, 07:47:55
So, according to the example you just gave, if I wanted to completely do away with the MaxOfficeHolders thing, I could simply delete all instances of that tag and I could, say, have 500 Leaders of The Free World running around in my hood if I wanted to? (you know, of course providing that my neighborhood and computer could support that many sims, let alone that many in Politics, etc, etc.)

Yes, you could do that.
56  TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names on: 2009 July 25, 05:56:18
Amanda counts for EA as a male name on other games too?
It's not usual a 7 feet linebacker named Amanda.

Maybe it is... Amanda-man is a true anomaly. I'm actually tempted to believe Amanda was some ex-girlfriend of a jilted programmer and making it a man's name was an act of revenge Wink

To me the first name list reads like a football roster - especially with all the African-American names - and it seems reasonable to assume the last names would have been re-used too, if the first names were. Then again, I'm not even American so take it for what you will.
57  TS3/TSM: The Pudding / Facts & Strategery / Re: How-to: Cleaning up the homeless scum in your town on: 2009 July 24, 11:25:32
I would not be averse to a homeless family getting a "state grant" so it can move into a house, automatically, instead of a random family being moved in.
It's after all what I had to do (using the same techniques shannong posts) to get rid of the homeless scum.

If Pescado takes such exception to that then give them a damned loan and just deduct it from their income until it's paid off.  Roll Eyes

I mean hell that's what a mortgage is or else most people in real life wouldn't be able to afford a home.

Of course this assumes they actually go to work which is a whole 'nother issue. Tongue

I was going to suggest exactly this in the AM requests thread - charge the household the debt, and extract periodic repayments. Households are technically immortal so they'll have plenty of time to pay it off. The only complication is the player - there's not really a way to stop them from interfering in the system, and possibly exploiting it. Also, I remembered seeing Pescado's opinions on our financial system. Wink

I agree that the mass homelessness is a pretty ridiculous issue -  but the root of it is in the game's underdeveloped economic system.
58  TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names on: 2009 July 23, 23:39:28
Can you at least verify that the reported seemingly-feminine names are on the male list and vice versa, as opposed to the theory that Inappropriate sims are naming their children inappropriately?

I don't think EA thought that far into it  Roll Eyes Amanda for instance is indeed on the male list, between Errol and Ervin.

Actually, I've developed the hypothesis that the male names and last names come from another EA game - Madden. God knows where the female names come from.
59  Awesomeware / AwesomeMod! / Re: Can it be Wed 2pm at this house and last Friday 3am at that house? on: 2009 July 22, 05:16:37
The closest way to run on "TS2 Time" is to turn on TS2Aging and play fixed 7 day rounds in every household. The only unrealistic effects are that households will still accumulate money while you're not playing them, and the longer-term moodlets (especially from deaths) will wear off before you get back to the household. And you can't switch between them on a whim as it will break up the simultaneous aging.
60  TS3/TSM: The Pudding / The World Of Pudding / Re: What, in Heaven's name, is up with traits?! Scary Pic included on: 2009 July 20, 10:05:59
I gave her some plastic surgey but she became even uglier:

Haven't we learned anything from Michael Jackson?
61  TS3/TSM: The Pudding / The World Of Pudding / Re: Why is there so much horror? on: 2009 July 16, 16:08:18
However, Pokemon remains, atleast the main vein, to improve on something and keep up a standard. While there are failures and issues, for the most part, it's still an enjoyable game.

Seems to me like Nintendo's idea of improving Pokemon is "making up so many new Pokemon your brain will explode". Grin

Quote
Has EA capitalized on this and just sent out something that works better when tweeked by others than the stand alone?

Not intentionally. It happens all the time with games - modders will invariably improve the quality of the game. They're not constrained by time, money or managerial direction, and as gamers they know what they want.

Why were some issues not checked, or verified, or overseen before launch?

This one actually stumps me. They had months to fix a glaring issue - the Story Progression options toggle - but left the bug in the release product.

I think it proves that EA has changed focus from "making a better game that will sell well", to "making a game, then marketing that game to the widest possible audience while withholding 50% of its content to sell at a premium online, and then marketing the game some more, then putting ads in it to make more money, then releasing a branded tie-in, then rehashing the Pets expansion yet again to make an extra few billion dollars".
62  The Bowels of Trogdor / The Large Intestines of Trogdor / Tutorial: making AwesomeMod-compatible XML hacks (Careers/Socializing/Traits) on: 2009 July 16, 14:18:33
      AwesomeMod currently comes packaged with these three XMLs (the "Awesome XMLs"):
    • Careers (instance 0x6E9ADCDAEB2CE302) - includes new MaxOfficeHolders (career caps) tags
    • Socializing (instance 0x4B0FC8F0A28B12EF) - includes Pedophile interactions
    • Traits (instance 0x905E2204EBCAC0B6) - includes Pedophilia and Sacred functionality

    If you try to load a mod that modifies one of the above XMLs while AwesomeMod is active, one of two Bad Things will happen.
    1. Your mod will squelch the Awesome XML in awesome.package - breaking or removing AM's functions.[/li][/list]
    2. Awesome.package will squelch your mod. The changes you made will be ignored.[/li][/list]

    This tutorial will explain how to make modifications to these SPECIFIC three XMLs so that they play nice with AwesomeMod. Not other XMLs. Not core hacks. Just Careers, Socializing and Traits.

    Note that if Pescado updates the relevant XML, you will have to re-extract the XML from the newest awesome.package and re-do the tweaks you made originally. Oh, and this tutorial applies to any future tuning XMLs "commandeered" for AwesomeMod use.

    The short version
    1. Add this text to the top of Resource.cfg:
    Code:
    Priority 501
    PackedFile Mods/Override/*.package
    2. Extract the relevant Awesome XML from awesome.package
    3. Edit the extracted XML to your liking while not breaking Pescado's additions.
    4. Import the edited Awesome XML into a new .package and save that package in the /Mods/Override folder.
    5. Load TS3 and see if your changes show up in the game.

    The long version

    Before you start, I'll assume you have AM up and running in its default location, which means your mod framework is in place and working. I'll also assume you know how to mod tuning XMLs; there's plenty of tutorials for that available out there. I'm focusing on how to make your changes appear without being squelched by awesome.package.

    1. Locate Resource.cfg in your TS3 root folder, by default in C:\Program Files\Electronic Arts\The Sims 3\ on PC. Open it in a text editor.

    Example - the Resource.cfg that comes with Delphy's install tool:

    Code:
    Priority 500
    PackedFile Mods/Packages/*.package
    PackedFile Mods/Packages/*/*.package
    PackedFile Mods/Packages/*/*/*.package
    PackedFile Mods/Packages/*/*/*/*.package

    2. Add these two lines to the top of the file:

    Code:
    Priority 501
    PackedFile Mods/Override/*.package

    Once done, save and exit. Your game is now equipped to load override packages in the Mods/Override/ folder (which you should create at this point).

    3. Using s3pe, open awesome.package. Click the Type column to sort by type. You will see this:



    Select one of the 3 XML resources that you wish to alter in the main window - you can use the instance numbers at the top of my post for reference, or open them up (click Value or Editor) to see what they contain. For instance, the Careers XML looks like this:



    After you choose one, go to File > Export to Package. Save the package in Electronic Arts/The Sims 3/Mods/Override and name it whatever you wish. For this example, I want to tweak the XML to allow two mayors instead of one. I exported the Careers XML from awesome.package into a new package in Mods/Override/ called MoreMayors.package.

    4. Keeping s3pe open, open the new .package containing the extracted Awesome XML (close awesome.package WITHOUT saving - it shouldn't prompt you anyway).



    Select the single resource you see in the main window, and click the Editor button in s3pe to open it in your text editor.

    5. Here's the point where you make your desired tweaks/changes.

    In my example, after loading MoreMayors.package and opening the XML, I search for Mayor, find the MaxOfficeHolders tag which reads "-1" and change it to "-2". Now, MaxOfficeHolders is a tag added by AM - but of course you can change ANY part of the file Awesome or not. I'm just using this as an example. In the Careers XML you can tune wages, uniforms job hours and other stuff - it's all pretty intuitive.

    Here's what I changed:



    Go to File > Save in Notepad, then exit Notepad. Click yes when the the Commit Changes dialog pops up in s3pe and go to File > Save.

    6. Finally, load up TS3 and check whether your change shows up. The Resource.cfg framework should load your Mod/Override/ resources on top of the Mod/Packages/ ones, overriding the identical ones but allowing the rest of awesome.package to load.



    Success!

    Feedback and questions welcome.
    63  TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names on: 2009 July 14, 04:53:40
    Misty Rains? I got Kandi Seaman.
    64  TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names on: 2009 July 14, 01:49:43
    I've definitely seen Precious in my game, as well as Cristian (for a girl). And Guillermo Nguyen...for a black guy?!

    I think EA sourced their names from California birth records. THAT would explain the weirdness, right?
    65  TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names on: 2009 July 13, 16:54:26
    The names are all inside the language STBL in FullBuild0.package, along with ALL of the game's text, type 0x220557DA if I remember correctly. There's one STBL for each language.

    There's already couple of tools out for them: Postal and this editor on MTS. The only compatibility issue I know of is that you can't make piecemeal edits/overrides to the base STBL, so you're limited to one text mod at a time.

    jordi, would be awesome to see a remake of your TS2 name mod Smiley
    66  Awesomeware / AwesomeMod! / Re: AWESOMEMOD & SCRIPT HACKS: CRASH ISSUES THREAD on: 2009 June 15, 14:51:59
    I found that if I delete scriptCache.package, start up the game and let it crash at the loading screen once (generating a new file) it works fine on every subsequent start.
    67  TS3/TSM: The Pudding / The World Of Pudding / Re: What would you call a Sims3Pack editor? on: 2009 May 25, 05:32:51
    WTFunpacker?

    Pack Peeper 3000!

    I like this too. Peek and peep are so inherently funny.

    Hey how about just 3-Pack, with a logo of a pair of briefs? Goes with the 'peeking' theme too.
    68  TS3/TSM: The Pudding / The World Of Pudding / Technical problems with THE HORROR: downloading, installing, and running it on: 2009 May 18, 10:03:41
    I've got a few SecuROM questions: what version is it, v7 or newer? Does it install the standard registry keys and rootkit-files?

    Has anyone tested the removal tools and turned up something?
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