Show Posts
|
Pages: 1 2 [3] 4 5 ... 49
|
56
|
TS2: Burnination / The Podium / Re: More house levels
|
on: 2007 December 26, 23:29:14
|
The cheat doesn't always work right away. Depending on which EPs you have, you may need to return to neighborhood view, then lot edit mode. Also, be careful not to go too high or the game engine may crash to the desktop.
|
|
|
58
|
TS2: Burnination / Oops! You Broke It! / Re: Could someone look at these error logs?
|
on: 2007 December 25, 00:33:01
|
The second error is an old one that we've discussed before. Simply shift-click on the stereo (in testing cheats mode) and set the offending sim's dance skill.
That first error is a little bizarre. I've seen things like that happen (for example, there's a bug in the Bad Mouth social that can cause an NPC to activate behavior trees that aren't meant to be run in "immediate" mode). What you're witnessing there is more akin to tight pants (as Pescado would say) in that I can't even see where this 'Function - Main' is coming from. The actual Maxis code at that treeId *should* be the 'Function - Init'.
|
|
|
59
|
TS2: Burnination / The Podium / Re: What's in YOUR Downloads?
|
on: 2007 December 20, 14:03:07
|
In Windows, you would just hit Wnd+R, then run "cmd.exe". Then type in the following command:
dir MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 /S >listing.txt
Or something like that. On a Mac, you just pull up a terminal and "ls -1R >listing.txt" in the proper folder (wherever it is).
|
|
|
62
|
TS2: Burnination / The Podium / Re: releasing SimPE - soon
|
on: 2007 December 19, 14:05:31
|
I think each significant developer on a project should have their own version of the code. The main developer should probably focus on simply maintaining the main code by merging the various diffs that each developer contributes. Ideally, the version control software would handle all that automatically.
|
|
|
67
|
TS2: Burnination / The Podium / Re: Idea: "Arousal" meter
|
on: 2007 December 17, 14:37:36
|
What I would really like to see is the attraction score dropping (especially for those 3 bolt couples) over time of being together. While many couples do still find each other hot after so many years, the honeymoon phase does end - sims are in perma-moon, and it drives me nuts. This gives me an idea...
|
|
|
69
|
The Bowels of Trogdor / The Small Intestines of Trogdor / Re: Custom globals
|
on: 2007 December 15, 16:15:15
|
It isn't just the way SimPE works that is problematic. There are many times when I work on something ordinary where through 3 or 4 revisions, I make only subtle changes that should not affect the logic of the code, but somehow manages to work differently anyway. Were I doing that to a custom Global or custom PersonGlobal, I doubt the code would work consistently at all.
|
|
|
72
|
TS2: Burnination / The Podium / Re: releasing SimPE - soon
|
on: 2007 December 14, 06:57:59
|
There is really no efficiency issue with the size of GUIDs. You can make them 128000 bits if you wanted without any performance penalty (with proper tables and separate hashing).
Given that The Sims sells in the millions and each customer is a potential creator, it's obvious that you need at least a 64-bit GUID. However, the smaller the GUID, the greater the likelihood of GUID collisions.
The real problem isn't how many GUIDs could be used on one computer, but how many unique GUIDs the entire world could use. Any collision anywhere (among published objects) would still conflict if you use those two or more colliding objects with the same GUID.
|
|
|
73
|
TS2: Burnination / The Podium / Re: releasing SimPE - soon
|
on: 2007 December 14, 02:19:52
|
The mere fact that it *can* be hijacked (or someone could spill beer on the server) proves that it's inherently wrong. That gives a single choke point of failure, which is always a VBT. He who can destroy a thing controls a thing, etc.
Inefficient allocations are the fault of EA for not providing enough bits, and this once again goes back to the limitations of their shitty Simantics (which only provides 32 bits for a GUID). If their programmers working on TS3 have an ounce of common sense, they will more likely be using 128 or 256 bit GUIDs.
|
|
|
75
|
TS2: Burnination / The Podium / Re: releasing SimPE - soon
|
on: 2007 December 14, 01:57:18
|
I recommend that for Sims 3 (if it's possible to mod it at all) we go for the model of several smaller simpler tools for specific jobs. It's more likely that way that people will write overlapping "rivals" so we won't be so vulnerable to the eggs in one basket syndrome. Let's not have another GUID database next time, either. That was frankly a REALLY stupid idea. Whatever we do, it needs to be a lot more scalable.
|
|
|
|
|