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51
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TS3/TSM: The Pudding / The World Of Pudding / Re: Stupid Suicidal Sims
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on: 2009 July 13, 22:12:39
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This is why sims ordered to take showers and whatnot will occasionally just hang in place for several seconds unmoving for no apparently obvious reason. Mine only do that when I play a fambly for the first time. I wrote it off to them not knowing yet how to get themselves to work or something, and once they 'figured it out' they were fine ever after. Good to know it's outfits being loaded though, I'll just pause my game now instead of fast-speeding through it and letting my sims examine the shower critically for a few hours before they decide it's fine to get in.
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54
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TS2: Burnination / The Podium / Re: Intro Movies
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on: 2009 January 16, 21:30:41
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Uh, allow me to ask a stupid question. Is everyone supposed to have those? I don't have a Lakeview or Europa in my create-a-neighborhood screen. Do Canucks not get those two or is my installation borked? Nah, you don't have Sedona, Europa and Lakeview as standard hoods. They're probably names EAxis fiddled around with pre-release. (I know that if you open up Veronaville in SimCity4, it's called 'Europe', and Lakeview sounds like it could've been a name they were toying with for Pleasantview) The names still work though, I've tried it out with a neighborhood of mine. Renaming it each time gave distinctly different flyovers.
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59
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TS2: Burnination / Peasantry / Re: List of Empty and Cleaned-up Templates.
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on: 2009 January 07, 16:13:34
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As a good little puppy I use the cleaned up templates in my game, as well as the fixed Pleasantview, and keep backups of the original files.
Or at least, I thought I did. Something seems wrong with my backup of Pleasantview, as I get no lots at all and the families in the bin appear all screwed up. I must have unintentionally messed around with it. Would a kind person share their original Pleasantview N001 folder with me please? The one you find under Program Files, that is.
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60
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TS2: Burnination / The Podium / Re: Intro Movies
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on: 2009 January 07, 12:07:13
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You don't see how the info doesn't line up with my experiences?
a) You claim it isn't a movie, I claim it is. If the .reia file was just a collection of camera movements, there is no reason why the exact same intro movie plays for custom hoods as the one you copied it from.
b) Learn to read. I specifically said the camera movement is in no way related to the .reia file. It is related to the name of the neighbourhood. You do not need to copy the .reia file in any way to get the camera movement, just simply the name of an original EAxis neighborhood. Copying the .reia only will only give you the intro movie of the related neighbourhood, and not in any way the flyover camera motion you seem to associate with it.
c) I'm using common sense here. While I admit that I know nothing about programming languages whatsoever, I still *guess* the reia programming language you speak of has nothing to do with TS2 in any way, shape or form. *Guessing* does not equal *having the authority to say it ain't or is*, and seeing as I made this very clear in my post, I see no reason for you to harp over it. Just sharing here.
I recognise your attempts to get into the spirit of the forum, but please, practise basic reading comprehension first without galopping off into the direction of moar fight. Otherwise, you will get P&L at.
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61
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TS2: Burnination / The Podium / Re: Intro Movies
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on: 2009 January 06, 23:32:08
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Most of your information does not line up with my personal experiences.
a) The intro *is* a sort of movie, as when you copy the .reia file from e.g. Pleasantview to a random generated 'hood, the exact same Pleasantview intro movie will play. I think I've read somewhere that someone claimed their intro movie changed to reflect changes in their hood (new houses and such), but that's never been the case for me. b) Copying the .reia file (while giving you the copied intro movie) will not give you the flyover cam motion in a hood. Naming your hood as one of the standard hoods (Pleasantview, Riverblossom Hills, etc) while that hood is not currently installed however, does. (Thank you Emma)
What I've surmised is that the .reia files are made in some way known only to EAxis, who for some reason don't feel like sharing. I don't know anything about programming languages, but I'm guessing the reia you're talking about has nothing to do whatsoever with TS2 intro movies.
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62
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TS2: Burnination / The Podium / Re: What's on YOUR Wish List?
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on: 2009 January 06, 23:15:10
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Renaming the hood does indeed do the flyover when you actually start up the hood itself, but I meant making your own .reia file, which replaces the stationary picture in the startup screen with a video of the flyover of your hood.
Even though you get the flyover in hood-view when renaming, your picture in the startup screen stays the same. (e.a. non-moving) At least, it does for me, so if I'm doing something wrong here, please tell me.
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63
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TS2: Burnination / The Podium / Re: What's on YOUR Wish List?
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on: 2009 January 05, 12:13:42
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I want a way to make your own .reia files. You know, the files that make the EAXIS neighbourhoods have a cool fly-over movie, while our custom neighbourhoods are doomed to a sad, stationary picture. Unfortunately, it doesn't seem like anyone has a clue on how to do this
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64
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TS2: Burnination / Planet K 20X6 / Re: EAxis House of Phail: January 09
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on: 2009 January 04, 12:22:33
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@ Witch: Those are indeed flowers over the door, the orange ones that came with M&G. @ Mystik: I like how airy and 'open plan' your house is, and love the gazebo. The roof looks a bit odd though, I find playing around with the roof tools looks generally better than using the auto-roof. @ Minena & CaponeSim: Your pictures refuse to load for me @ Jorganza: Simply gorgeous *yoink* @ Kattenijin: Very lovely, can picture that house in the middle of a foresty area. It's quite interesting to see what people did with that diagonal wall. I think I like Kattenijin's workaround best, quite clever how you added the diagonal hallway and that oddly-shaped bathroom, it works very well.
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65
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TS2: Burnination / Planet K 20X6 / Re: EAxis House of Phail: January 09
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on: 2009 January 03, 20:59:14
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I'm not very good at building... at all. Or rather, not very imaginative Either way, here's my go at this month's house of fail: I've kept the main layout pretty much the same, except for the added conservatory and support pillar to the side. I like ponds... and it sort of seemed to fit the curvy pathway to have one there. Bedroom with en-suite bathroom. Cluttered attic annex arty place. Overview of the first floor. Overview of the ground floor. And what do my sims do when introduced with their brand new home? That's right, go badger the fish. Total cost: ~ 80,000$ 1 Bed, 1 Bath EP's and SP's: Base, Uni, NL, OFB, Seasons, FT, AL, M&G
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69
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TS2: Burnination / The Podium / Re: Question about Sims 2 AI and pets
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on: 2008 December 11, 08:47:43
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Plus: Vermin. Somebody in the neighborhood WILL be mean enough to kick over your garbage can, and then your sims spend all their time starving and squishing roaches. Or alternatively to the island method, just build a fence next to your house somewhere with a gate in it, put garbage can in the enclosure, and lock gate for anyone but household. My neighbourhood seems to be populated with means sims that have nothing better to do than pester other people and knock over their bins, so this is part of my standard house layout.
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71
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TS2: Burnination / The Podium / Re: Is anyone really good at making beach-friendly neighborhood terrains?
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on: 2008 December 10, 11:26:28
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In size of SC4 tiles I've found 1.5 to 2 tiles works best for beach lots. (If you check the twikki terrain in SC4 for example, the distance is exactly 2 tiles) What really helps as well is having the general level of your land area be quite close to sea level. If the slope is too harsh, the game sometimes does not accept beach lots.
I'll have a fiddle with it later, see if I can help you out.
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72
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TS2: Burnination / The Podium / Re: Is this a Sea Level Fix
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on: 2008 November 19, 08:43:34
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For your distorted road problem: I've fixed a few instances of road distortion by placement of houses by removing said house, and placing an empty lot on the affected area that is larger than the lot that used to occupy that space. This smoothes the area out to the same level as the surrounding terrain.
I know this is probably useless advice if the affected area in your game is too small to put a new lot on it, and I don't know to which extent this works (I've never had drowned houses in my hoods), but might be worth a try at least?
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75
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TS2: Burnination / Peasantry / Springvale - Neighbourhood
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on: 2008 October 29, 13:06:01
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I created Springvale to satisfy my rather particular needs in a neighbourhood. This 'hood is small and compact, best suited to 2x2 and 2x3 lots (with the occasional 3x3 lot space). You don't need a camerahack to play it, as all buildable space is within Maxis camera limits. (It just looks nicer with one, in my opinion.) No trees are included in the SC4 file, so no spawnage of ponds for those with AL. You might've encountered the old version at MTS2, which has a decidedly ugly edge where buildable space borders the lake. This new shiny version has fixed that, and now looks pretty all over. Roadplan: Springvale in my game:
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