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26  TS3/TSM: The Pudding / Pudding Factory / The NRaas Standalone WorkPusher on: 2009 August 13, 03:10:37
Redirect to the new hosting service for the NRaas mods.

http://www.the-isz.com/theisz/index.php?showforum=215

Version 4 :

Adds the kPushActive XML tuning value

Have fun. Smiley
27  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 07, 18:11:36
I have a question re. the CarLimo .. what car exactly is that? On what occasions is it being generated? Asking because I seem to have *no* CarLimos (when checking with the flushy toilet). Not one. Could this be because I have none of the rabbitholes? Or is it perhaps a sign of upcoming trouble (cars being blackholed somehow, or something)? I'm on 1.2.7 with an old Awesome that doesn't yet have this feature, so they can't have been auto-flushed by AM.

As far as I can tell the "CarLimo" issue is generated by an improper cleanup after using a Limo for carpooling.

If none of your sims use a Limo as their carpool vehicle, then you will probably not encounter the issue.

Good Day. Smiley
28  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 03, 19:38:36
I`ve used the toilet and now the game works great!  Grin

Oh yes, that could be taken so very wrong. Smiley

Glad to hear that a future edition of AwesomeMod will implement car monitoring.  One to rule them all!

Good Day. Smiley
29  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 19:57:26
I just used it to check the town I had to scrap lately because it ran so awfully laggy (No difference between speeds 1 and 3 on a C2Q @3.8GHz!) and you're right on the spot: 1052 stuck limos. Flushing them did the trick, runs like a charm again. Additionally there are 148 Objects.Vehicles.CarBusSchool (at 4 a.m.), should be safe to delete them as well, right?

Thank you very much, this is a big relief cause the town I'm playing now has begun to slow down as well... so while you can just keep your shoes on, because I find just the imagination of kissing your feet repulsive, I am willing to bow down before you. Wink

Yes I delete the CarBusSchool objects as well...  I believe they are suffering from the exact same error as the CarLimo.

Make certain however that none are currently in use.  Preferably flush them at night.  I have code in place to stop inhabited vehicles from being crushed, but one can never be too safe with our children. Smiley

You can delete them both at the same time by flushing "CarLimo,CarBusSchool" (no quotes).  The operation takes comma delimited lists.

Good Day. Smiley
30  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 19:13:12
For what it's worth, I tried ISM's 'wolfrun' concept, left the neighborhood running for about a day, and came back to all these same problems, lobotomized sims taking forever to go take a pee or whatever SupCom told them to do, unable to get to school or work or anything.  At times, fps looked like about 3.   I tried removing everything but awesome, tried lowering the graphics settings, tried a single sim fambly, tried gassing their asses, tried gassing more of their asses, and there was no change in the performance of that neighborhood.

This sounds like the lag issue I was encountering.  If you still have the town, perhaps you could use my "NRaas Standalone CarLimo Cleaner" object to see whether there is a large number of global objects piling up in the background.

I would love to know whether your lag issue is the same one that I found in my game.

You'll find the object over in the Pudding Factory, if you are interested in taking a look.

Good Day. Smiley
31  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 03:42:18
Someone with some good knowledge in queuing theory needs to visit that code with a large axe, and possibly explosives.

I concur.  My partner located an issue with my personal mod...  While I was debugging the issue, I played her town for awhile.

She has IndieStone active, so has considerably more children in her town than I do.  The count came out to 51 children/teens swarming the school each morning.

We watched the sight and they did indeed all pile up in front of the door, and attempt to get in.  Eventually all but one bounced and decided to go home without attending school that day.

I changed the DynamicAvoidance to zero again (the recent patch reset the darn numbers).  After doing so, the children all made it into school.

Obviously having them all bounce attempting to enter the school is a serious EAxis issue.  Amazing it was missed.  Though with the old issue regarding not going to school at all, they probably never encountered the problem in testing. Tongue

Good Day. Smiley
32  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 02:01:55
Pre-rapture I had around 36 households, 200 sims, with 35 or so school-aged. Post-rapture I'm running around 25 households, 100 sims with 19 or so school aged. I should add that everyone seems to be making it into the rabbithole post-rapture without clusterfucking, but the slowdowns still happen at the same times, which is mostly what I'm concerned about. If I could play through the day without the crazy lag and stuttering clock I wouldn't care if half the school-aged population stood in front of the school and passed out or starved. My computer is decent, I have 3GB of RAM and a top-end dual core processor with a good GPU, it really should be able to handle it. Maybe it has something to do with the 'loss of performance if you play too many active households' thing? I've actively screwed around in probably 15 or more of these households, and maybe I just need to limit that or get used to playing smaller neighborhoods.

I actively control all my households, popping in whenever I think they need some guidance, so it's doubtful it has anything to do with how many homes are touched on a regular basis.

The stuttering clock issue was a major problem with my game, and I spent the last week hunting it down.  I eventually found it was a pile of junk car objects running in the background that was grinding my town to a halt.  After cleaning them out, the stuttering ended and my Speed 3 was actually fast.  However, I can't say whether this is the issue you are encountering.

I run a Dual Core AMD 3.0Ghz on Vista with 4GB of RAM, with a GTX 280 graphics card.  I also run with the graphic levels turned to the lowest to minimize memory leakage, as once the game reaches 1.5GB in memory usage it becomes badly unstable on my machine (Error Code 12 save failures and such).

Good Day. Smiley
33  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 00:42:14
How many sims do you have in your neighborhood?

My town has 33 households with 121 resident sims.  Of which 27 are school age children/teens.  I have the dynamic avoidance set at half its normal value.

When it comes time to go to school, the children appear to be quite apt at making it into the building, even though they all arrive at around the same time.

Good Day. Smiley
34  TS3/TSM: The Pudding / The World Of Pudding / Re: Story Progression, Lies and Propaganda from EA on: 2009 July 31, 14:27:26
How did you locate and remove these? I'm starting to get a lot of lag in my game. My population is probably higher than yours...I'd suspect we're talking about 250 and dropping as I've disabled immigration and spawning for now.

You can use my AwesomeMod Variant to locate and squash the cars.  The thread is in the "Pudding Factory" forum.  It's one of the main reasons I posted the variant mod, in case others want to attempt a cleanse.

Use the "objectstats" console command to list off the various objects and their counts.  If your lag is caused by the CarLimo, as mine was, it will be listed there.

For comparison, start a fresh town and perform an "objectstats" on it.  The counts you receive from that town should give you a concept of how many global objects there should be in the world.

Then use the "cleanobject CarLimo" command to remove all the limos from the system.  Do it at night, in case one of them is actually being legitimately used.

After that, you can return to the regular AwesomeMod if you wish.  You need only use my mod to clean out the junk.

Remember to backup prior to cleaning though.  If you cleanobject on the wrong thing, you can seriously screw over your town.

Good Day. Smiley
35  TS3/TSM: The Pudding / The World Of Pudding / Re: Story Progression, Lies and Propaganda from EA on: 2009 July 31, 03:19:46
Overpopulation is an issue. I did an experiment starting a new hood, then destroying all humans, made a wolfrun character and run the game on speed 3 shortest life span with Indie Stone running silly fast event updates.

At first the game ran very very smoothly with no one in the hood. It seemed to run well for a while but Indie was working overtime moving in lots and lots of sims.

At some point my game started to run like ass. I tried lowering the resolution and turning down graphical settings and it did not help.

It seems that just like the number of sims on a lot, the number of sims in a town has a threshold beyond which your game will lag and be horridly slow. That threshold, like the sims on a lot threshold, probably varies based on system specs but it definitely does exist for everyone. Move enough sims into your neighborhood and your game is guaranteed to run like ass.

Indie does do random deaths but its very, very rare. I had one sim reported murdered for feeding ducks in gang territory. They feathered him.  Shocked

You can set Indie to Emigrate people out of the neighborhood but by default it is turned off.

I am not sure what a good solution is? Move outs? More random deaths? Having less houses in town so not as many sims can move in?

I've been muddling through a lag issue with my town for the last week or so.  What I eventually found was there are some objects that like to hang around in the background and use up CPU time, even though they are essentially junk.

In my game, I found that I had 869 CarLimo objects running in the background.  After mass deleting them, my town of 123 sims significantly improved in speed, almost back to fresh town speed.  After a while the CarLimo objects start piling back up, but now I have a way of cleaning them out.

I have noticed that deleted sims still retain file data even with awesomemod. I evicted some doppelgangers then deleted them from the family clipboard supposedly forever every indiciation of them is gone. They are even off family trees. Yet one I poked around in the neighborhood workshop the save still has references to them.

While I working through a lag issue with my game, as a test, I removed every sim from my town and bulldozed every lot.

The resulting save file was still 44MB in size.  The largest part of the file was the SNAP elements...  The face pictures and family photos for each sim that ever existed in my town.  These are retained for the genealogy, even though there was no one in town to access that data.

Good Day. Smiley
36  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 28, 05:27:12
This disables the 'lifetimehappiness' cheat for more reward points.

Interesting, though I don't see why.  I was very careful to only make the three necessary changes to the code-base required to correct the work/school issue.  Everything else should be as is in the 23-07-2009 version of AwesomeMod.

Using a properly defined aweconf.package and the "updated_awesome.package", I was able to use the "lifehappiness" command.  If you are having issues, it is probably related to something other than this mod.

Good Day. Smiley
37  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 26, 20:35:54
You did mention a whole mess of kids at the school in the morning. Have you had any issues with the zergswarming to all get into the tiny rabbit hole at the same time?

I followed someone's suggestion in the other thread and edited one of the ini's to let the sims walk through each other. Tongue

I too have turned the DynamicAvoidance to 0.0 on my game.

Though prior to doing so, I still didn't note anything untoward regarding their school work...  Even if a couple chose to stand outside for several hours, they usually corrected it the next day by not being the last in that time around.

Good Day. Smiley

(Edit: Hit enter too early Tongue )
38  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 26, 19:48:33
Since Pescado's usage and modification policy is "meh" can you post your version or at least tell us how to modify ours?

I am sick and tired of my god damned neighborhood sims never going to work or school.  Angry

(Download removed...  AwesomeMod version 28-07-2009 incorporates its own fix)

Here you go.  An modified copy of AwesomeMod version 23-7-2009.

Remove your "awesome.package" and replace it with the "updated_awesome.package".

If you are having the same issue as myself, then this should fix the problem.  If not, then you will need to wait until Pescado determines a solution.

My apologies in advance if the link doesn't work properly...  This is first time I've attempted this type of file sharing.

If it all works out in the end, I'd love to know.

Good Luck. Smiley

(Edit: corrected names of packages)

(Edit: Download removed...  AwesomeMod version 28-07-2009 incorporates its own fix)

39  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 25, 20:44:22
I do have a question, i have the config running as default and therefore didn't expect families to move out and disappear but they are. When they move out, although i can 'invite them over' from another sims house, i can't find them either in the sim bin or moved to another house...firstly, why are they moving out if the 'noone gets out alive' thing is on, secondly, where the hell do they go?


The "NoOneGetsOutAlive" flag simply stops the system from emigrating your house out of town.  Since you can still contact them, they are obviously in town somewhere.  It is possible they are homeless, but I personally have never encountered an issue where StoryProgression under AwesomeMod would move a household into the homeless bin.

Invite one of the sims over, then ask them to leave.  Now simply watch them as they go back home.  Or go to the "Edit Town" and search each household.

If they don't appear anywhere, use the "listhomeless" console command to see if their family is indeed homeless.

Good Day. Smiley
40  Awesomeware / AwesomeMod! / Re: question: garden inside on: 2009 July 25, 18:15:09
Isn't there an EA house in the neighborhood with some sort of "outside" room.. its a modernish one with the pool.. and it is completely covered by walls.. bah I'll have to get on and tell ya the address.


If you are referring to the "Pondcentric - 2br, 1ba" house, that uses a foundation to surround its outdoor pool.  It then attaches this "interior pond" to the outside by leaving a hole under the house.  As previously noted in the thread, this is works properly.

Good Day. Smiley
41  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 25, 17:19:27
I meant is there a way to turn off the feature that makes it to where there can only be one person in top level jobs? This feature is not even mentioned in The Manual.

Ah, but that feature is so fun to watch in action.  With all the career notifications active for the entire town, one can watch the gut wrenching battle between all the top level business sims...  One makes it to the top and then gets demoted the next.  The new top gets demoted by a newcomer, and so forth.

I have about a dozen sims in the business career...  It'll be amusing to watch the cascade demotions once they are all near the top.

But yes, I guess if that isn't your cup of tea, there should probably be an option to disable it.

Good Day. Smiley
42  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 25, 16:26:16
What tweaks would these be exactly? I would like to know because mine never take their asses to work. I don't want to play them all and I don't necessarily need to physically see them going to work or school, I just don't want them to have their performance constantly in the toilet and get fired all the damned time like they are doing right now.

They are core mod tweaks, as outlined in that "Code Fix for Inactive Slacker Sim" thread I was rambling in.

Namely, I encountered two errors.  One the alarm that tells a sim to go to work arrived too early in my game, and the system ignored it.  And another issue where low detail sims were not updating their "Hours Until Work" properly, and were bouncing when the push to go to work arrived.

Sadly, these are not fixes one can do without some experience in core modding.  Hopefully Pescado provides his own solution soon enough.

Good Day. Smiley

(Edit: fixed spelling)
43  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 25, 15:55:39
Since the game was designed for just playing one family, I can understand why they'd save on computing power by not "physically" sending them to work or school. But at the same time, they should have designed a way for the NPC's to not get punished for not physically going. It's concept that was only thought out is a half-assed way (is anyone surprised by that?).

After some personal tweaking, I got all my sims going back to work physically.  As expected there is a bit of a lag, but not horribly so.  I have about 75 sims that trod off to work each day, though not all at the same time mind you.

The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.

As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.

Good Day. Smiley
44  Awesomeware / AwesomeMod! / Re: Where is "Add to Active household" hiding? on: 2009 July 25, 00:13:44
The "Add to Active Family" operation shows up when I SHIFT-CLICK a non active household sim.  Along with the "Trigger Age Transition" operation.

I am using the latest AwesomeMod.  If you don't see the option, I suspect something is amiss in your settings.

Good Day. Smiley
45  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 24, 15:45:58
Further to this issue.

Though the 3 hour tolerance corrected the problem with the inactive sims going to work, it is still possible for them to bounce and drop the interaction.

So in addition, it was necessary to reapply the alarm to give the sim another chance to actually work.

Code:
        public static void RegularWorkDayGoToWorkHandle(Sims3.Gameplay.Careers.Career career)
        {
            Sim createdSim = career.OwnerDescription.CreatedSim;
            if (((createdSim != null) && ((AutonomyRestrictions.GetLevel() >= AutonomyLevel.Two) || createdSim.IsNPC)) && !createdSim.InteractionQueue.HasInteractionOfType(career.WorkInteractionDefinition))
            {
                // Update the HoursUntilWork()
                career.SetHoursUntilWork();

                VisitSituation.AnnounceTimeToGoToWork(createdSim);
                createdSim.InteractionQueue.AddNext(career.CreateWorkInteractionInstance());
            }
        }

The embedded code is a personal function called by Career::RegularWorkDayGoToWorkHandle.  The addition is a call to SetHoursUntilWork().

Normally SetHoursUntilWork() would be updated by the Autonomy::Update call, but my suspicions are that some sims are not being updated fast enough.  Perhaps I have too many and updating them all takes several sim-hours.  I will have to look into this further.

The consequence is that the HoursUntilWork member can be grossly incorrect (one sim was over three hours off).  And since it is used in WorkInRabbitHole.Definition::Test(), any attempt to push that interaction will fail.

Good Day. Smiley

( Edit: Updated intent of post entirely )
46  Awesomeware / AwesomeMod! / Re: Using Aging Off/Story Mode Off - game takes 18 minutes to save on: 2009 July 18, 10:19:36
Back on the original topic, if I may...

My town has been plagued with the long save times for quite a while now.  They tend between 10 and 20 minutes depending on what sort of stupidity I've been up to in game.  They do tend to get progressively longer though, with the next time I save taking longer to perform than the previous.

However, entirely accidentally I found that removing my mods seemed to alleviate the issue entirely.

Steps:
1) Removed all mods (I was having a crash problem, so I removed them all to determine where the issue was)
2) Loaded my game
3) Saved the game in record time (it took under one minute to save, which I have not bested in many weeks)
4) Closed the game
5) Re-added my mods
6) Successive saves have so far been on par with the "under one minute" initial save

Now, I suspect when I start getting back into the game and playing my houses, the save time will start creeping back up.  But now I at least have an approach to "restart" the clock.

Some interesting tidbits:

Prior to the fast save, my save game file was 122,596 KB in size.  The fast save produced a file of 104,965 KB in size.

Somewhere in those missing 17,000 KB of data is the culprit of my extremely long saves.

I checked on the households after re-adding of the mods, and found the following:

1) All the promises are missing
- I was not expecting those to vanish, as I thought they were only reset when the family was set unselectable.  However they are all missing, except for the active household

2) All the personal inventory is still there
- I WAS expecting this to vanish.  I was pleasantly surprised to find it still available on all my inactive sims

I simply can't believe the saving process would bog down that badly on only the Promises data.  But until I locate what other data might be missing, that is my only theory.

----

A word of warning:

If you attempt this, ensure that you do not have any homes marked as Sacred, or the Supreme Commander running on any sim.  The initial time I saved, the system outright deleted my Sacred household.  Though it did so, very quickly. Smiley

Now I'm unsure as to whether this is because they were marked, or because they were running SC (as both were applicable)...  But consider yourself apprised.

----

On an aside...  Removing AwesomeMod also removed all my tracking markers, obviously.  A future "nice-to-have" would be the ability to turn on Tracking on ALL households with a single menu operation.

Good Day. Smiley
47  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 18, 05:46:22
Quote
The actual go to work handler is buried someplace complex that I haven't found yet, something in the EAxis code involving alarms and whatnot. There are also lots of other things which could disrupt it, and other conflicting things.

Yes, still being a neophyte to this particular code-base, I was perhaps too overly impressed with myself when I got my sims actually back to work.

I shall await your future Awesomeness in this regards, and just continue remerging my personal changes with your new versions, at least until you state a fix has been located.

Good Day. Smiley

----

Update:

Code:
protected virtual void RegularWorkDayTwoHourBeforeStartAlarmHandler()
{
    DateAndTime queryTime = SimClock.CurrentTime();
    queryTime.Ticks += SimClock.ConvertToTicks(3.1f, TimeUnit.Hours);
    if (this.ShouldBeAtWork(queryTime))
    {
        Sim createdSim = this.OwnerDescription.CreatedSim;
        if ((createdSim != null) && (this.mCurLevel != null))
        {
            if ((!createdSim.IsSelectable || !this.mbCarpoolEnabled) || !this.mCurLevel.HasCarpool)
            {
                queryTime = SimClock.CurrentTime();
                float num = ((this.mCurLevel.StartTime - queryTime.Hour) + 24f) % 24f;
                float time = num - this.AverageTimeToReachWork;
                if (time < 0f)
                {
                    time = 0f;
                }
                this.mRegularWorkDayGoToWorkHandle = AlarmManager.Global.AddAlarm(time, TimeUnit.Hours, new AlarmTimerCallback(this.RegularWorkDayGoToWorkHandle), "Career: time to push go to work", AlarmType.AlwaysPersisted, this.OwnerDescription);
            }
            else
            {
                StyledNotification.Format format = new StyledNotification.Format(Localization.LocalizeString("Gameplay/Objects/Vehicles/CarpoolManager:CarpoolComing", new object[] { createdSim }), ObjectGuid.InvalidObjectGuid, createdSim.ObjectId, StyledNotification.NotificationStyle.kTip);
                StyledNotification.Show(format, this.CareerIconColored);
            }
        }
    }
}

After further investigation, I found that the RegularWorkDayTwoHourBeforeStartAlarmHandler alarm was being fired 2.25 hours before work.

However the ShouldBeAtWork() check at the beginning of the routine originally only allowed for a 2.1 hour tolerance.

Changing the tolerance to 3.1 hours resolved my issue, without the need of any other code changes.

Yes, this is yet another workaround for an error further down in the system, but I did not investigate further into why the alarm was fired early.

Good Day. Smiley
48  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 18, 05:30:00
Quote
Uh...that's not a fix. In fact, you're not even in the right code. That function you're looking at? Isn't what controls whether inactive sims go to work when not selected. That's the fallback check in Supreme Commander. Furthermore, your code is based on an OLD version.

I am aware that it is not a true fix, simply a workaround to the core problem.  Until you have an official release of AwesomeMod that corrects the issue, it works for me.

The hooked code block is Sims3.Gameplay.Autonomy.Autonomy.RunAutonomy(), in which I found no AwesomeMod changes.  It did make use of a work handler that was available within AwesomeMod, because that was the effect I wanted (namely to push a "Go To Work" interaction on my sims).

If you could direct me to the actual location of the errant "Go To Work" process, I would be most grateful.  I would love to debug that process and find out why that system is not pushing my inactive sims to work or school. Smiley

The code is based on the official release of AwesomeMod, at least the one available via Mirror #1.  Since that is the only version I have available, I could not base the changes on anything newer.

Good Day. Smiley
49  Awesomeware / AwesomeMod! / Code Fix for inactive slacker sims on: 2009 July 18, 03:11:40
Greetings:

I've been encountering a problem regarding my inactive sims, where they simply don't go to school or work when not actively selected.  With AwesomeMod's "AllowInactivePerfGain" enabled, this tends to cause all my sims to eventually lose their jobs.

(Edit: Removed obsolete code, in favor of later posts)

Good day. Smiley
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