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Author Topic: Custom globals  (Read 13083 times)
Inge
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Custom globals
« on: 2007 December 14, 11:08:27 »
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I just wanted to ask Pescado and other hackers here if they have created new custom globals (BHAVs and other resources) and what range they have used.  This is probably as important to note as keeping the GUIDs unique Smiley

I have started using the range 0x0900 for BHAVs
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J. M. Pescado
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Re: Custom globals
« Reply #1 on: 2007 December 14, 11:31:13 »
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Nein. Custom globals is something I avoid at all cost. My preferred method is to use RTBN 2 or 3 to invoke code on a control object by BHAV using a Global RTBN name instead. Certain versions of the game engine (NL is a known culprit) will randomly go down in flames if you even mention high-numbered globals, whether or not they exist. You don't even have to run them, the mere MENTION of it anywhere in the code, even if it is never, ever, invoked, may send the entire game down in flames, CTD/BSOD style. Extremely unstable engine.
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Re: Custom globals
« Reply #2 on: 2007 December 14, 11:46:19 »
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Well, it didn't have that effect on my users fortunately, or on Jase's (it just kills kittens)  Smiley   RTBN doesn't work too well in a test tree.  Glad to hear you avoid them though, it leaves me more numbers to pick from Cheesy
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J. M. Pescado
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Re: Custom globals
« Reply #3 on: 2007 December 14, 11:49:31 »
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Well, it didn't have that effect on my users fortunately, or on Jase's (it just kills kittens)  Smiley
RTBN works fine in a test tree. The entire "Plugin Social" runs on RTBNs in test and execution trees.

RTBN doesn't work too well in a test tree.  Glad to hear you avoid them though, it leaves me more numbers to pick from Cheesy
Help yourself. Tongue
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Re: Custom globals
« Reply #4 on: 2007 December 15, 05:23:19 »
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Ouch. I wouldn't use custom globals again. Debug hell. You're welcome to it Inge, but don't say we didn't warn you.
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Inge
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Re: Custom globals
« Reply #5 on: 2007 December 15, 09:55:17 »
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PJSE is a bit (lot) more helpful than it used to be about that.  At one time if you had someone's hacked globals or semis in your Downloads folder, you'd end up viewing or importing those - because of course they were overrides - and you would not know.  Now PJSE tells you you're viewing an override and offers you the chance to see and use the original instead.
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Re: Custom globals
« Reply #6 on: 2007 December 15, 16:15:15 »
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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.
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Re: Custom globals
« Reply #7 on: 2007 December 15, 16:47:58 »
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Well, presumably you attempt to only have one unique instance of that instance in your downloads at any time?  And if Maxis didn't have one by the same number anyway, I can't see how it could be running the wrong BHAV.  I mean you take out your old versions first before installing the latest, don't you?
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Re: Custom globals
« Reply #8 on: 2007 December 16, 01:03:40 »
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The problem is not conflicts. The problem, I think, is that you can't count on the state of the VM even for ordinary modifications. It goes without saying that WTF type problems will show up with the type you're proposing to do.
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Re: Custom globals
« Reply #9 on: 2007 December 16, 23:46:15 »
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Why have you got that blue horseshoe thing instead of the bonfires?
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Re: Custom globals
« Reply #10 on: 2007 December 17, 01:55:12 »
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New Senate icon.
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Re: Custom globals
« Reply #11 on: 2007 December 17, 09:17:48 »
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That's a bit dignified and serious for MATY isn't it?  Whatever next, Kewian with a cute toddler avatar?
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