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Coconut Island BETA *Updated July 14th Pre-Final*
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Topic: Coconut Island BETA *Updated July 14th Pre-Final* (Read 142368 times)
Baroness
witch
Breakfast of Champions!
Senator
Posts: 11636
Shunning the accursed daystar.
Re: a new world, Coconut Island
«
Reply #50 on:
2010 January 16, 21:33:47 »
I think there are stair glitches as a result of WA. Last night I put in some of my old starter lots; each and every one of them had a spawner box at the foot of each set of stairs on the outside of the house. I had to delete the stairs, then replace them. Outside stairs can no longer be placed right next to a wall. There was a yellow outline of a room at ground level, despite these lots having no basements. This was in the original base game world, so I reckon the stair glitch in this thread is not necessarily because of stealth stairs but because stair properties have been modified for WA.
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My fists are named Feminine and Wiles.
Zazazu
Fuzzy Pumpkin
Whiny Wussy
Posts: 8583
Potiron flou
Re: a new world, Coconut Island
«
Reply #51 on:
2010 January 17, 07:02:03 »
Quote from: witch on 2010 January 16, 21:33:47
Outside stairs can no longer be placed right next to a wall.
What do you mean by "outside" in this context? Do you have an example? I haven't had problems with stair placement, except that it won't allow you to place next to windows. You have to do the stairs first, then place the windows. Of course, I build with moveobjects on for the most part.
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Capitalism, Ho!
"Continue to beat it in masturbatory ecstasy if you like, but only Pescado can make it go away." - Lemmiwinks
My Urinal
Baroness
witch
Breakfast of Champions!
Senator
Posts: 11636
Shunning the accursed daystar.
Re: a new world, Coconut Island
«
Reply #52 on:
2010 January 17, 08:21:05 »
Oh, OK, it's windows and not walls then. Ta for that. I just changed the stair config because I was in a hurry. I don't know what the white spawner boxes were doing at the base of the stairs though; I still reckon there's a link to ProfPlumbob's issue.
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My fists are named Feminine and Wiles.
Zazazu
Fuzzy Pumpkin
Whiny Wussy
Posts: 8583
Potiron flou
Re: a new world, Coconut Island
«
Reply #53 on:
2010 January 17, 19:45:46 »
Oh, that's just weird as hell. I haven't seen it, but I don't have pre-WA games and don't touch the EAxis library or 'hoods.
Logged
Capitalism, Ho!
"Continue to beat it in masturbatory ecstasy if you like, but only Pescado can make it go away." - Lemmiwinks
My Urinal
pbox
Garrulous Gimp
Posts: 315
Re: a new world, Coconut Island
«
Reply #54 on:
2010 January 17, 20:03:59 »
Quote from: witch on 2010 January 17, 08:21:05
Oh, OK, it's windows and not walls then. Ta for that. I just changed the stair config because I was in a hurry. I don't know what the white spawner boxes were doing at the base of the stairs though; I still reckon there's a link to ProfPlumbob's issue.
Re. "windows and not walls": I can confirm what Zazazu said - stairs have become more picky and annoying with 1.7 or 1.8 (whichever one it was that introduced WA behaviour for stairs, recolourability and all). Windows, paintings, wall lights, doors on the upstairs(!) floor are all considered to be "intersecting" now. It is now possible to stack stairs, but they hardly ever work when stacked, which makes that feature kinda useless.
Re. "changed the stair config": what exactly did you do there? What stair config? That sounds extremely interesting.
Re. white spawner boxes: in my experience that's purely a visual glitch - I have that too in all houses I built pre-1.7. Nuking and rebuilding the stairs fixes it. It might even work with nuke + undo, not sure atm. My personal theory is that the boxes are the portals from one level to the next that EA accidentially un-hid when messing with the stair code.
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Baroness
witch
Breakfast of Champions!
Senator
Posts: 11636
Shunning the accursed daystar.
Re: a new world, Coconut Island
«
Reply #55 on:
2010 January 17, 21:35:20 »
Quote from: pbox on 2010 January 17, 20:03:59
Re. "changed the stair config": what exactly did you do there? What stair config? That sounds extremely interesting.
Sorry, nothing so interesting. I merely removed the existing stairs and put them where there were no conflicts. 'Configuration' in this case refers purely to placement.
Quote from: pbox on 2010 January 17, 20:03:59
Re. white spawner boxes: in my experience that's purely a visual glitch - I have that too in all houses I built pre-1.7. Nuking and rebuilding the stairs fixes it. It might even work with nuke + undo, not sure atm. My personal theory is that the boxes are the portals from one level to the next that EA accidentially un-hid when messing with the stair code.
Now
that's
interesting. I made an assumption it was something to do with the new basement building.
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My fists are named Feminine and Wiles.
sheep_plushi
Asinine Airhead
Posts: 35
Re: a new world, Coconut Island
«
Reply #56 on:
2010 January 18, 08:49:15 »
Is there any way to edit the spawners? I am enjoying playing this world but there's a few spawners that can't be reached and they're driving my sims crazy.
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I park on your car.
Heinel
Blathering Buffoon
Posts: 55
Re: a new world, Coconut Island
«
Reply #57 on:
2010 January 19, 01:56:25 »
Quote from: sheep_plushi on 2010 January 18, 08:49:15
Is there any way to edit the spawners? I am enjoying playing this world but there's a few spawners that can't be reached and they're driving my sims crazy.
Yeah, near that observatory lot there are few bug spawners that would get sims on SC bug collection stuck.
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: a new world, Coconut Island
«
Reply #58 on:
2010 January 22, 02:36:27 »
The newest version of Supreme Commander should blacklist inaccessible items after a dozen attempts or so.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Count
jolrei
Senator
Posts: 6420
Son of Perdition
Re: a new world, Coconut Island
«
Reply #59 on:
2010 January 22, 02:43:06 »
Quote from: J. M. Pescado on 2010 January 22, 02:36:27
The newest version of Supreme Commander should blacklist inaccessible items after a dozen attempts or so.
If only something like this existed for IRL problems.
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Tribulatio proxima est
missaaliyah
Corpulent Cretin
Posts: 149
Re: a new world, Coconut Island
«
Reply #60 on:
2010 January 23, 00:20:01 »
It's a fantastic island and concept thank you.
What I would ask is that there be a few more lots, there are a few parts of the island that could have a lot on it. But it doesnt.
There are lots of bugs, just flying everywhere.
About 10 of my lots have families occupying them.
they congregate at strange places like on one of the small sandy rifts which take you from each of the smaller islands.
Have you thought about posting the CAW files just for us to have a look at, mess around with.
«
Last Edit: 2010 January 24, 02:04:06 by missaaliyah
»
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kattenijin
Blathering Buffoon
Posts: 86
Re: a new world, Coconut Island
«
Reply #61 on:
2010 January 24, 10:12:34 »
Quote from: missaaliyah on 2010 January 23, 00:20:01
Have you thought about posting the CAW files just for us to have a look at, mess around with.
There's a post on the S3 BBS to the effect of "not while there's a breath in my body" lol!
I have one teeny-tiny issue with the world, there is one secret lot in particular that seems to draw my sims like bees to honey. It's a tad annoying when 15+ sims all want to be in the same...hmmm...4x7??? space. Maybe 5x8ish, in that range. Go home! You have a TV there!!!
Logged
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: a new world, Coconut Island
«
Reply #62 on:
2010 January 24, 11:07:51 »
Don't classify it as a park. Mark it as "No Visitors Allowed".
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
ProfPlumbob
Blathering Buffoon
Posts: 61
Re: a new world, Coconut Island
«
Reply #63 on:
2010 January 25, 02:20:24 »
Quote from: J. M. Pescado on 2010 January 24, 11:07:51
Don't classify it as a park. Mark it as "No Visitors Allowed".
I'll have to experiment with that. The reason they latch to Point Pleasant Like honey bees is because of the mausoleum, and if you're using awesomemod, that's their #1 mating destination. What DO they do in there...there's some funky necrophilia goinon up in there!
I've also revamped the spawners, it will be updated with the next version. I've also been tackling the demands for bigger lots. Two new islands have been added that are the same size as the mainland, but more secluded(not so tight knit) so you'll have more space and variety with more elbow room and arm room
Thanks guys so much for all the feedback, I'm definitely listening and learning
Logged
Imagination will often carry us to places that never were. But without it we go nowhere. -Carl Sagan
missaaliyah
Corpulent Cretin
Posts: 149
Re: a new world, Coconut Island
«
Reply #64 on:
2010 January 29, 13:24:07 »
You said on another forum you are working on Version 3, which would be out in a week, any updates on that?
Well you are fantastic at what you've done so far, I for the life of me, can't even edit an existing town.
Logged
ProfPlumbob
Blathering Buffoon
Posts: 61
Re: a new world, Coconut Island
«
Reply #65 on:
2010 January 30, 02:21:16 »
Quote from: missaaliyah on 2010 January 29, 13:24:07
You said on another forum you are working on Version 3, which would be out in a week, any updates on that?
Well you are fantastic at what you've done so far, I for the life of me, can't even edit an existing town.
week or
two
life is getting a little in the way right now(damn you!) so I've only been able to pick at it an hour or so here and there.
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Imagination will often carry us to places that never were. But without it we go nowhere. -Carl Sagan
kattenijin
Blathering Buffoon
Posts: 86
Re: a new world, Coconut Island
«
Reply #66 on:
2010 January 31, 13:24:33 »
Quote from: ProfPlumbob on 2010 January 25, 02:20:24
Quote from: J. M. Pescado on 2010 January 24, 11:07:51
Don't classify it as a park. Mark it as "No Visitors Allowed".
I'll have to experiment with that. The reason they latch to Point Pleasant Like honey bees is because of the mausoleum, and if you're using awesomemod, that's their #1 mating destination. What DO they do in there...there's some funky necrophilia goinon up in there!
Actually, the lot I have issues with is the outhouse lot. My sims LOVE the tv room. If I leave a playable sim to it's own devices while concentrating on another sim's tasks, invariably it scurries over to watch tv, even though there is a perfectly good tv at home. And of course, every other sim on the island swarms over to join in.
Logged
missaaliyah
Corpulent Cretin
Posts: 149
Re: a new world, Coconut Island
«
Reply #67 on:
2010 February 04, 00:43:41 »
Quote from: ProfPlumbob on 2010 January 30, 02:21:16
Quote from: missaaliyah on 2010 January 29, 13:24:07
You said on another forum you are working on Version 3, which would be out in a week, any updates on that?
Well you are fantastic at what you've done so far, I for the life of me, can't even edit an existing town.
week or
two
life is getting a little in the way right now(damn you!) so I've only been able to pick at it an hour or so here and there.
LOL, looking forward to it. Loving everything about your island right now, can't wait to see moar
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The_Goddess
Garrulous Gimp
Posts: 307
You know how to whistle, don't you?
Re: a new world, Coconut Island
«
Reply #68 on:
2010 February 05, 08:45:59 »
Quote from: witch on 2010 January 16, 21:33:47
I think there are stair glitches as a result of WA. Last night I put in some of my old starter lots; each and every one of them had a spawner box at the foot of each set of stairs on the outside of the house.
These are not spawner boxes. They are routing data cubes. It is best to leave them were they are. When I removed a pair of them, by moving them to a far corner of the lot, my Sims began entering and exiting in strange ways. Like walking to the corner before going into the house.
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Melba
Tasty Tourist
Posts: 1
Re: a new world, Coconut Island
«
Reply #69 on:
2010 February 06, 07:08:32 »
Coconut Island is GREAT! My barefoot sims are having so much fun discovering all the hidden places you put in this, I'm jealous. Thanks for a great place to play.
Logged
Rejka
Tasty Tourist
Posts: 3
Re: a new world, Coconut Island
«
Reply #70 on:
2010 February 07, 14:37:40 »
Quote from: Simsample on 2010 January 10, 18:00:58
It doesn't work for me either- but I managed to install it by using an older executable. Here's the world file:
http://www.mediafire.com/?mygzmzm3rkz
I can't install this beautiful World
when I click on .sim3pack file on launcher it's showing message "Requires software update - please make sure your game has the latest software update" And I've got WA and all patches update
so I've download this world. file from Simsample and put it to InstalledWorlds folder but it's still not working
( I've try with that world. file on first page too ) don't known what I'm doing wrong
I've got installed Riverview and Victorian Bay Neighborhood by ruthless_kk and they work... maybe three worlds is too many? Can anyone please give some advice?
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Simsample
Knuckleheaded Knob
Posts: 519
Re: a new world, Coconut Island
«
Reply #71 on:
2010 February 07, 15:01:38 »
Try putting it in Program Files\ Electronic Arts\ The Sims 3\ GameData\ Shared\ NonPackaged\ Worlds or your equivalent install directory.
Logged
Rejka
Tasty Tourist
Posts: 3
Re: a new world, Coconut Island
«
Reply #72 on:
2010 February 07, 15:31:11 »
Quote from: Simsample on 2010 February 07, 15:01:38
Try putting it in Program Files\ Electronic Arts\ The Sims 3\ GameData\ Shared\ NonPackaged\ Worlds or your equivalent install directory.
thank you! Thank you very much ^__^ It's working! You just totally save my day
( and sorry for being such a silly histerical technophobe
) and wow this island is truly great! indeed a tropical paradise
«
Last Edit: 2010 February 07, 15:48:18 by Rejka
»
Logged
ProfPlumbob
Blathering Buffoon
Posts: 61
Re: a new world, Coconut Island
«
Reply #73 on:
2010 November 28, 12:45:57 »
woh that was one long week...
3.0 preview,
just a quick rundown,
needs all three expansions, no stuff packs
40+ residential lots (don't have an exact total yet, still adding in more)
18+ venues
most ambitions/LN/WA venues are included
there will be at most 3 WA tombs to solve plus more secret locations
subways hidden in docks for faster travel(bummer that NPC's don't use them)
Bug plague be gone! All spawners revamped so no more annoying route failures!
There is still much to do, but I plan on getting this out by New Years the latest.
and for those who want it as a vacation island here is the how to,
http://www.modthesims.info/showthread.php?t=421319
it will replace one of the existing ones though!
«
Last Edit: 2010 November 28, 13:11:45 by ProfPlumbob
»
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Imagination will often carry us to places that never were. But without it we go nowhere. -Carl Sagan
ProfPlumbob
Blathering Buffoon
Posts: 61
Re: a new world, Coconut Island
«
Reply #74 on:
2010 November 28, 13:13:21 »
Quote from: Chaavik on 2010 November 28, 13:12:06
Why are you quoting yourself and double posting? Is this going to help attract people more to the stuff you wrote about your island?
it was a mistake. Do you need a hug?
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Imagination will often carry us to places that never were. But without it we go nowhere. -Carl Sagan
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