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Ye Olde Simmes 2 Archives: Dead Creators => Ye Olde Syberspunke Archives => Topic started by: syberspunk on 2006 February 15, 21:30:11



Title: Testers Wanted: Ownable Carpool Comm Lot Fix - (Obsolete for Bon Voyage)
Post by: syberspunk on 2006 February 15, 21:30:11
(http://www.moreawesomethanyou.com/terror/green.gif)

Ownable Car Pool CommLot Fix v1.03 for TS2SEAS v1.0p1
Made by: syberspunk

This is a simple hack, which steals borrows code from Pescado's infamous phonehack, to allow the user to pick and choose who they want to take to a Community Lot from a household when using an Ownable Car. You can choose the "Drive to Community Lot" option, and then after clicking on "Multiple Sims" you must choose a destination. After this, you will then get a pop up dialog box for each valid sim (i.e. a sim living on the lot from the same household) asking you whether they will be going as well. Only the sims that are chosen should be included in the carpool to the Comm Lot. All other sims will be left behind. It works just like the options for the taxi in the phonehack. :)

INSTALLATION:
This MUST be in your Downloads folder, typically found under:

C:\Documents and Settings\UserName\My Documents\EA GAMES\The Sims 2\Downloads


Compatibility:
Nightlife and OFB.

I have tested this in my game and it appears to work fine.

This hack is compatible with most, if not all mods by MATY crew (Pescado, TJ, and CBoy), dizzy, and probably more. Again, up to you to help me determine any possible conflicts.

Note: A "known issue" regarding passenger sims, or even the designated driver sim, is if their path is obstructed for some reason, either physically blocked by objects or sim traffic (stairways or doors), the interaction may possibly fall off the queue. This is the case for most interactions with objects or other sims. If this should happen to some passengers, and the interaction falls out of the queue, there is a possibility that the driver may take off before all passengers have successfully boarded. I found that this happens with AND withOUT my hack in the game. If I ever figure out how to force it so that driver actually waits indefinitely until all passengers are accounted for, I may upgrade this in the future. As for now, I just wanted this option in my game, since someone had pointed out that the phonehack did not include this feature (which makes sense, because the phonehack shouldn't relate to ownable cars anyway). A work around for this, is probably make sure the path to the vehicle is clear, for all sims that you want to take, prior to choosing the Drive to Comm Lot option.

REMINDER and fine print (to cover my ass ) :
Remember to ALWAYS BACK UP YOUR DATA BEFORE INSTALLING NEW HACKS. By using this hack, you agree to absolve me of any responsibility or liability for any potential loss of or damage to your data. You have been warned.

HOW TO REPORT: Conflicts, problems, or errors
I would appreciate any constructive criticism and feedback that is actually helpful. With that in mind, it would be helpful, when reporting any conflicts or issues, that you include the following:

1) thorough but reasonably brief description of what you were doing
2) clear, comprehendible explanation of your problem
3) list of hacks that may be related carpools or ownable cars in general
4) archived (.rar or .zip) of log produced by error

Posts which do not include a clear description of what your problem is will be pretty much ignored. (i.e. posts such as "This does not work! I am taking it out! You suck! Nice try! etc.") I can't and won't help you if you don't explain what's wrong.

Please be nice when trying to explain your problem and I might be nice and help you.

Finally, my Thank Yous go to:

J.M. Pescado, twojeffs, dizzy2, and jase439 for being excellent tutors and providing excellent models in their mods. As always, thanks to those creators who've put out some excellent modding tutorials, Quaxi and co for SimPE, and shy and dizzy2 for disaSim2, and the finally letters T and S, and the number 2, all of whom, without which this mod would not be possible.

If I left anyone out, I apologize in advance. You know who you are and you deserve my thanks.

Here's the hack in action. As you can see, I've chosen Angela, but not Lilith and only Angela gets in the car. Mary-Sue was there too, I just didn't feel like including more pictures. :P

Version History:
v1.01 - Updated for OFB - OFB users must use OFB version or you may experience some unexpected errors (BHAV and Dialog TXT files changed)
v1.02 - Bug fix - needs testing
v1.03 - Updated for Pets

(http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/ownablecarpoolcommlotfix/ownablecarpoolcommlotfixedit.jpg)
(http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/ownablecarpoolcommlotfix/ownablecarpoolcommlotfix2edit.jpg)
(http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/ownablecarpoolcommlotfix/ownablecarpoolcommlotfix3edit.jpg)
(http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/ownablecarpoolcommlotfix/ownablecarpoolcommlotfix4edit.jpg)
(http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/ownablecarpoolcommlotfix/ownablecarpoolcommlotfix5edit.jpg)
(http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/ownablecarpoolcommlotfix/ownablecarpoolcommlotfix7edit.jpg)


Title: Re: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: jrd on 2006 February 15, 22:01:37
Sweet. Great idea!


Title: Re: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: Emma on 2006 February 15, 23:48:41
Oh, this is great! ;D Thankyou.


Title: Re: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: Simsbaby on 2006 February 16, 01:02:30
This will be one of the first hacks to go in after I install Nightlife! Thank you!


Title: Re: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: J. M. Pescado on 2006 February 16, 01:15:23
I actually have a version of this in my private test collection. Unfortunately, while the code appears to be the same, it will frequently exhibit odd behaviors, like the driver failing to board the vehicle, resulting in wiggyness. Ultimately I find that the new "group" functionality is slightly more reliable.


Title: Re: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: syberspunk on 2006 February 16, 02:35:04
I actually have a version of this in my private test collection. Unfortunately, while the code appears to be the same, it will frequently exhibit odd behaviors, like the driver failing to board the vehicle, resulting in wiggyness. Ultimately I find that the new "group" functionality is slightly more reliable.

I figured you would have had something for this already since it wasn't that hard to do. Probably one of those hacks that I vaguely recall someone mentioning they found in the DC? But I guess it had been removed since I didn't see it in later updates.

The wiggyness is probably the same issue that I mention above. But I did a little play testing, and noticed that in a clean install of the game, in the Pleasant family, even without this hack... if the driver's path is obstructed for any reason, they will also not board the vehicle and the interaction gets dropped. Since it seemed to happen with and without the hack, I figured it's something I'd be willing to live with so that I actually get the option/choice.

I guess the "group" functionality via the phone is a more reliable alternative. I still haven't managed to toy around with that myself so that's probably why I didn't even think to use that instead. Oh well. Consider this redundant. If it doesn't cause anything to blow up, I'll just keep it in for now. :P

Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: J. M. Pescado on 2006 February 16, 03:35:47
I've had this happen when the driver is standing right next to the vehicle on open ground, so it can't have been a path obstruction.

Other cases have resulted in people getting STUCK in the vehicles and unable to exit until manually extracted and force-errored, or even rendered unclickable by other sims.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: vecki on 2006 February 16, 03:38:13
I don't recall downloading this (unless it snuck aboard something like the Director's cut or the phonehack anyway) but I get these options popping up already.

/me quietly freaks out until she'll get a chance to check her downloads tomorrow


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: syberspunk on 2006 February 16, 05:22:07
I've had this happen when the driver is standing right next to the vehicle on open ground, so it can't have been a path obstruction.

Other cases have resulted in people getting STUCK in the vehicles and unable to exit until manually extracted and force-errored, or even rendered unclickable by other sims.

Hrm. Sounds cruddy. I suppose I'll have to keep a watchful eye for this, and if I run into these problems, then I'll have to defenestrate this hack. Guess you can't win 'em all, huh?

I don't recall downloading this (unless it snuck aboard something like the Director's cut or the phonehack anyway) but I get these options popping up already.

/me quietly freaks out until she'll get a chance to check her downloads tomorrow

Hrm... are you sure you get the options with the ownable cars? For sure the dialog box will pop up and ask you to choose people, if you are using a Taxi. Does the game ask you to use your car if you call for transportation to a comm lot? I can't remember. Maybe interactions via the phone will use Pescado's dialog box.

I was told in chat, and I can't remember by whom right now, that the option doesn't show up directly on ownable cars themselves. Anyways, I wanted to see if I could add that option, and apparently I could. But I guess that doesn't mean I should have. :P In anycase, it helped me learn about the Dialog primitive, so it wasn't a total waste of time. :P

Anyways, please report back if you run into any of the problems Pescado mentions. If it turns out to be too buggy, then just nuke the hack. Maybe we could dub it another animal killing hack, like oh, I don't know, "parrot killer" or something? Heheh. J/K. ;)

Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: Venusy on 2006 February 16, 17:41:14
To people who have these options without installing this hack: find and remove carhack.package from your downloads folder (if you use subfolders, find the directory you installed the MATY Director's Cut to).


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - Nightlife Only
Post by: Database on 2006 February 16, 18:55:08
Maybe we could dub it another animal killing hack, like oh, I don't know, "parrot killer" or something? Heheh. J/K. ;)
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!

Anyways, before it becomes an animal-killer, I'm grabbing it :D Thanks Ste!


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Updated 3/6/06)
Post by: syberspunk on 2006 March 07, 05:53:08
OFB version available. OFB users please use the new version, otherwise you  may experience some problems regarding dialog messages related to the carpool. :)

Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Updated 3/6/06)
Post by: C.S. on 2006 March 07, 06:48:39
Er, syberspunk, did you mistakenly upload the wrong package? I'm seeing 'ownablecarpoolcommlotfix.zip', then 'OFB - dancefitnessandbodyskillingv1.01.zip' below it :-\. Which one are we supposed to get?


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Updated 3/6/06)
Post by: syberspunk on 2006 March 07, 07:13:19
Er, syberspunk, did you mistakenly upload the wrong package? I'm seeing 'ownablecarpoolcommlotfix.zip', then 'OFB - dancefitnessandbodyskillingv1.01.zip' below it :-\. Which one are we supposed to get?

Doh. My bad. Sorry about that. In my haste, I accidentally attached the wrong file. It should be fixed now. I better go back and check the other updates I made and make sure I didn't screw those up too. Lol. Thanks for catching that!  :-*

Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Updated 3/6/06)
Post by: jsalemi on 2006 March 31, 13:53:38
Had a problem with this last night, and I don't know if it's a OFB problem  because it's the first time I used it in a household with more than 2 family members after installing OFB. Anyway, here's the scenario:  4 member household, two kids are in school, and the husband is going to his restaurant (finally, something for Celebrity Chefs to do :)) and wants to take the wife along to help out.  The multiple sims controller pops up, and cycles through the whole household, even though the kids aren't even home. Chose no for each kid, yes for the wife, but she never gets the 'message' to get into the car, and he drives off without her.

Shouldn't it ignore family members who aren't present?  And of course, any idea why it didn't work?




Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/
Post by: syberspunk on 2006 March 31, 22:25:14
Thanks jsalemi for the report. I'm not sure why it would check for sims that are not on the lot...

I only added a few lines of code that I stole borrowed from the phonehack. But... I did notice that I had a few returns going to a different line. I'm not sure why I took that line out. I may have had some reason or perhaps I deleted it by accident? Which is weird... because if it was necessary, then I would have expected to see some error in testing.

In anycase, I went back and reworked it from scratch. I did not delete anything. The original code is essentially intact, with the minor exception of the 3 lines I added from the phonehack, which is only supposed to bring up the dialog box anyways. ???

Anyway, please download the new version, test it out, and report back any possible errors. Also, try playing with debug mode (boolprop testingcheatsenabled true) on, and if you get any errors, please post the error log.

I will do my own testing later this weekend. But from starting at the code itself... it appears like it should work. Obviously that's not a guarantee (hence the Fix Pending). :P The code overall is very similar to the code for Calling the Taxi, found in the phonehack. Only a few lines are different, but there is nothing there that I could see (at least superficially) that would include sims that aren't present on the lot. It should skip those sims who are at work or at school. At least I would think so. Unless something changed and there is some check that is either not present or passing/failing (depending on how you look at it) which leads to including sims that are supposed to be gone.

As I understand it... sims that are set at work or at school aren't really gone from the lot... they are kind of in 'stasis' and set 'off-world' magically hidden away until the time that they are supposed to return. So techincally... they are still On the lot, but are flagged in such a way as to be invisible. Regardless... the checks in the code Should exclude them. I fail to see how that one line of code I deleted was essential... but perhaps it did something at the time I just didn't think about it's importance. I probably deleted that line thinking it was non-essential and figured I was cleaning up the code in order to reduce the size of the hack (removing unnecessary lines).

Well... hopefully this quick fix does the job. If not... I'll have to do more testing later and hopefully figure out what might be wrong.

Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/
Post by: jsalemi on 2006 March 31, 23:26:14
Ok, I've downloaded the new version.  We have neighbors coming over for dinner tonight, so I won't be playing again until much later, but I'll give a try with the same folks and let you know how it goes.

Oh, and FYI for you and everyone here :), the 'j' stands for Joe.  I put it in my sig, but nobody seems to notice.  ;D


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/06)
Post by: C.S. on 2006 March 31, 23:49:16
I didn't notice the problem jsalemi described, but only because I haven't taken any sim out to the community lot while some family members weren't home :P. Mine is a different problem though.

I tried taking the Brokes to a community lot for the whole weekend last night. Everyone was home (2 adults, 3 teens, 1 servo), all needs were taken care of, every one was pretty much idling. Clicked on car to 'Drive to community lot', chose the destination, selected 'Mutilple sims', got the dialog box asking 'Will so-&-so be going as well?', chose 'Yes' for each and everyone of them, and here's where the problem is - not all 6 got the 'Go to community lot' action in their queue. The car wasn't selectable at all for those who didn't get the queue. It's sort of an old problem (http://www.moreawesomethanyou.com/smf/index.php?topic=131.msg20572;topicseen#msg20572) for me actually, back when the phone hack had this feature, only now I do get asked for every sim if they would be going along, but still not every one was queued to go. Didn't seem to matter who the driver was, just like it didn't matter who called for transportation with the old phone hack. In the end, I started a group outing 'Just for fun', then they all got queued up to go to the community lot. :-\


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/
Post by: syberspunk on 2006 March 31, 23:59:50
Hey CuriousSpurious :)

That's actually probably a version of the 'known issue' that I mention in the first post. I haven't figured out yet why that happens. In my testing, I had that occur, even without the hack in place. For some reason... if the path to the car gets blocked, the interaction falls out of their queue. I also could not click on the car and try to get them to enter it after.

If I ever find the time to figure out how to remedy this, I try and fix/update it. This is probably the reason why Pescado abandoned this feature. He even mentions it in a reply that he also had issues, even with the driver sometimes failing to board themself. ???

The Group Outing option is more reliable. I was just hoping for a way to be able to choose sims without being forced to have an outing. If it turns out that the current version does not fix the issue Joe mentions ;) and if it is unfeasible to fix the issue of all sims failing to board the vehicle, then I may also abandon this altogether. If Pescado can't figure it out, I'm pretty much less likely to :P

Ste

PS. I glanced at your original post in the Phone Hack thread. I vaguely recall (or quite possibly imagined :P) seeing some code that actually checks the capacity of the vehicle... I don't know if this actually works or is used all the time or is somehow bypassed and when. Perhaps that might be the cause (before) that limited the number of passengers? And possibly the reason why only a few of your passengers get issued the command to board the vehicle?

It is probably impossible to notice whether all your sims, if more than 4, actually get the command issued. Perhaps... you can try testing it out by having all your sims lined up near the vehicle. Have them Macro.../Procrastinate. Then have a driver pick the option to drive downtown and select all your sims and see what happens.

If all your sims start to move... see if any sims fail to board, and whether the ones that failed had their path blocked. Or... if the ones that failed to board did not even move at all (and thus probably didn't even have the command issued to them).


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/06)
Post by: C.S. on 2006 April 01, 00:15:42
Well, it was more of a fool's hope that something had changed in the maxis coding and handy mods like this now works; JMP said he didn't have the problem I described in the old phone hack, so I took it that it's just something funky going on in my game with or without OFB :P.

It would've been very amusing to see if there was an animation for the sims left behind bawling their eyes out and sitting by the driveway having a meltdown because they didn't get to go along on the family outing ;D.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/
Post by: jsalemi on 2006 April 01, 05:47:49
Ste,

Sorry to report the new version is even more hosed -- the dialog box still popped up 3 times (same family, kids in school), except this time it had the name of the car in it all three times instead of the names of the sims.  I didn't test it beyond that point.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/0
Post by: syberspunk on 2006 April 01, 09:44:52
Lol @ CuriousSpurious. This reminds me of the story my cousins told us once. My cousins family, they were a fairly sized family (3 brothers and a sister). They told us how one time, when they were driving home from a party, they accidentally forgot their youngest brother. :P I guess they were all so tired, and they didn't think to make sure all the kids were in the car. lol.

Doh @ Joe. Thanks for pointing that out. I kinda just threw that together as a quick fix (or I was hoping so) before I went out. I was kinda in a rush, so I didn't bother testing it. :P

Anyways, this version should fix the dialog box problem, well the one with the car showing up. I'm not positive it will fix your other problem with it picking up sims that are supposed to be away, off-world or not on the lot. I'll would have to dig a bit deeper to see what's goin on. But since I didn't change any of the checks, it shouldn't be picking those sims up. ??? I'll have to see how i might add other checks to forcibly prevent their inclusion in the list.

Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/
Post by: C.S. on 2006 April 01, 09:45:50
I usually have 6-7 sims living on 1 lot, that's within the 8-passengers capacity maxis claimed the taxi could accommodate. I even emailed back to ask if 8 sims meant 7 playables+1 taxi driver :P, and they said it's 8 playables, taxi driver doesn't count. (Edit: I've successfully taken 8 sims in the taxi before, then the old phone hack happened). But that's back when, and I didn't ask about the car in NL.

It is probably impossible to notice whether all your sims, if more than 4, actually get the command issued. Perhaps... you can try testing it out by having all your sims lined up near the vehicle. Have them Macro.../Procrastinate. Then have a driver pick the option to drive downtown and select all your sims and see what happens.

If all your sims start to move... see if any sims fail to board, and whether the ones that failed had their path blocked. Or... if the ones that failed to board did not even move at all (and thus probably didn't even have the command issued to them).

I've tried that to make sure it wasn't blocked path or the sims didn't get the command because they were engaged in some activity; there's room the size of a driveway beside the car I picked for the outing. I had the Brokes all stand there with Macro.../Procrastinate, I selected one of those that didn't get the command to board before to be the active sim, see if they were ever queued but nope, no command to get in the car at all, just like the old phone hack. Making them sit and wait, or putting them on Macro.../Procrastinate made no difference. They just stood there while the others drove off :-\.

No worries though, at least there's still the option to form a group outing, and it still works. :)

Heehee, how do you "accidentally" forget someone? :D


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 3/31/
Post by: jsalemi on 2006 April 01, 15:25:44

Heehee, how do you "accidentally" forget someone? :D

There was a story just this past week on CNN about some older gentleman who left his wife at a rest stop in New Mexico somewhere -- he thought she was "asleep in the back of their RV" when he drove off.  I think the cops finally caught up with him in Arizona somewhere. :)


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/06)
Post by: C.S. on 2006 April 01, 19:17:38
Oh boy, it's kinda hard for me to explain. I mean, forget is forget, you don't accidentally forget someone, know what I mean? It'll be... more like taking for granted what you thought to be true, only it wasn't. Or forgetting to double-check the accuracy of your assumption, you know?

I'd imagine it's probably nowhere near hilarious for the poor thing who got left behind, but I think it's rather funny though, even if I was the one who got stranded :D. Like, run after the car shouting "Wait! Wait! I'm still out here! Wait!" That's what I think of in the sims when the car drove off without the whole family (I'd also kinda imagine what I'll look like if I could generate thought bubbles, because they'd be coming up fast and furious :P), especially when it's a return trip from a community lot. Well, maybe not so funny at first if that caused family members to disappear from the home lot and I had to fix it, but I'd be laughing about it after. ;D


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/0
Post by: jsalemi on 2006 April 02, 14:35:03
Ste,

So far, the latest version seems to be working just fine. I haven't tried it in the original household yet, but in other households with more than 2 sims, the dialogs pop up fine, and the sims I select get the message to get into the car.  I'll give it a try in the house with kids at school next time I play.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/06)
Post by: Simlover on 2006 April 02, 22:02:54
Cool I'll give it a go. Is it the only one that you have under your first post now? I dont see them marked in versions.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/0
Post by: syberspunk on 2006 April 03, 01:52:43
Lol @CuriousSpurious

Well. It wasn't like they totally forgot him. Well sorta. lol. :P They were all tired and wanted to go home, and they just assumed he was already in the van. Of course they went back for him, and course he was upset about it. lol. It's just one of those funny stories now.

As for the game, I've never seen any family members get left behind. I think, at least for comm lots, it forces all sims to board the vehicle. It pretty much forces the vehicle to wait until all passengers are boarded anyways. I tried to dig around the code to see if there was a way that I could make the car wait like this too, on residential lots, but I didn't manage to find anything. Albeit, I didn't do  super extensive search, but it was more than a simple one too. *shrugs* Eventually I gave up cuz I'm lazy and I was tired.

@Joe - Ok cool. Let me know if you still get the dialog box to show up when sims are off-world.

@Simlover - I took a look at the code, and the BHAV was unchanged. The only difference was the STR TXT file, which means the OFB version should work for both NL and OFB. So I figured I'd just keep/maintain the one version. You must have NL or OFB (I imagine that cars are available even if you just have OFB only). But this version should work with both. :)

Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/06)
Post by: Simlover on 2006 April 03, 01:54:38
Cool I have both NL and OFB


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/0
Post by: C.S. on 2006 April 03, 11:48:21
As for the game, I've never seen any family members get left behind. I think, at least for comm lots, it forces all sims to board the vehicle. It pretty much forces the vehicle to wait until all passengers are boarded anyways.

Oh, that'll be my own doing, really :P. See, I'll try to squeeze in as much socialising as I can when they were out, catching up with friends or befriending new ones. I also try to time it (cancel out then re-queue 'Go home' behind an interaction for those who weren't quite done with the socialising) so they don't waste time playing 'musical doors' to get in the car. Sometimes I forgot I had them on macros and when I finally noticed the car waiting an unusually long time, it was too late and the car drove off before the sims could make it :P. Didn't screw anything up so far, the sims who were left behind still arrived home safely and got out of the car like they had got on the ride home like everyone else. The times I've had sims not coming home (the Caliente sisters for one) even though they boarded the vehicle same time as the driver was something else, but that's another story.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/0
Post by: jsalemi on 2006 April 03, 13:24:44
@Joe - Ok cool. Let me know if you still get the dialog box to show up when sims are off-world.

Ste

Unfortunately, yes -- the dialog boxes for the off-world kids still show up in the first two slots, and then the wife in the third.  And if I click no on the kids but yes on the wife, she never gets the action in her queue to get into the car.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/06)
Post by: Entgleichen on 2006 April 06, 16:53:59
I had the same problem yesterday Pescado mentioned earlier: The sim I told to leave with the car stood right beside the car, but did not enter, and the order to do so disappeared from the queue. I took the hack out, and then he could enter. So I'm sure there was nothing blocking him.
But this was with the older OfB version of the hack, but since you didn't mention to have had it fixed, I guess you didn't fix?


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Fix Pending 4/1/06)
Post by: raynuss on 2007 April 22, 12:25:11
This hack still works with Pets and Seasons installed but there is no option to take along a pet.  Any chance that it'll be updated for the last two expansions?


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Updated 4/22/07)
Post by: syberspunk on 2007 April 22, 22:54:23
Ok, so since peeps keep askin for it, I decided to update it.  Needs testing tho.  Dunno how reliable it will be, but let me know if there are any problems.

Post error logs if you get any.


Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Updated 4/22/07)
Post by: Alexx on 2007 April 24, 22:10:06
Thank you very much !!! I really need it since  Pescado's taxi and phone(oldest vers) became unusable.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - NL and OFB (Updated 4/22/07)
Post by: jsalemi on 2007 April 24, 23:22:39
Thank you very much !!! I really need it since  Pescado's taxi and phone(oldest vers) became unusable.

Huh?  Why aren't you using the latest version?


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: SimDebster on 2007 June 10, 21:06:23
In your readme file, you state, "If I ever figure out how to force it so that driver actually waits indefinitely until all passengers are accounted for, I may upgrade this in the future."  Try looking for the code that forces the action onto the queues of children.  I was trying to drive to a community lot with multiple sims and just deleting the action from the queues of the people that I did not want to go.  This worked for adults and elders if they were engaged in a game of chess, but no matter what I did with the children the game continued to put the action in their queue.  I guess the game thought that nobody would be left behind to watch the children even though I had the grandparents staying home by eliminating the action from their queues.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: Toast on 2007 July 28, 06:12:46
This hack has been working well for me and making my 5 Top Businesses LTW much less annoying to complete. However, I've just noticed that it doesn't ever ask me if the family Servo is coming along. Is that by design? The Servo is powered up and at home at the times when I've tried to take him with and not gotten a dialog box for him.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: syberspunk on 2007 July 31, 00:36:36
How strange.  I took a peek at the code, and I don't see anything that would skip Servos... unless, servos are flagged in some way that they aren't supposed to be taken to comm lots?  Although, that wouldn't make sense to me.

How does the game normally work without the hack?  If you choose to bring all your sims to a comm lot, does it include servos as well?  Or are they also skipped over?  Looking at the code, I am not sure why servos would be skipped. *shrugs*


Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: jsalemi on 2007 July 31, 13:22:27
I have a servo in one family, and no problems getting her into the car with this to head off to the family's business.  OTOH, I had a problem with this last night where I kept trying to get 4 out of 5 members of that family (not including the teen, who was skillinating) to head to the family business, but the action kept dropping out of all their queues.  I tried to make sure there were no routing problems, and the nearest I can figure is that two of the 4 kept popping up autonomous actions before they got the call to the car that over-rode the call.  Ended up having the business owner form a casual group with the other three to get them all in the car and off to run the business.  This is the first time I tried to do it with 4 sims -- usually it's only three (husband, wife, servo), but their son just got back from Uni and I plan on passing the business on to him so I wanted him to come along too.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: syberspunk on 2007 July 31, 13:46:42
Yeah.  I think this was the same problem that Pescado ran into.  It's just really strange, and it's very inconsistent.  I haven't looked into this in forever, as I had planned to abandon it altogether anyways; but since people seemed to want it, even tho it's like semi wonky, and it didn't take too much effort to update for Pets, I figured I might as well keep it available.  Anyhew, when I get a chance, I'll try and see if there's a way to force it so that the waiting.  But I'm pretty sure, when I examined other examples, that it is already set that way i.e. the interaction is already supposed to be unstompable. :-\


Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: jsalemi on 2007 July 31, 13:50:01
Yea, it's not a big deal, and more often than not it works fine.  If the Casual Group option didn't exist as a backup it would be worth looking into, but it does, so don't worry too much about it. :)  They finally got a good review and a Best-of-the-Best award (the first one in my game!) during the session, so it all worked out in the end.



Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: Toast on 2007 August 01, 22:51:03
Well my servo has no problem getting to a community lot if he's the one driving the car, but he never gets a dialog box when someone else drives. Because I do sometimes have the problem with  the action falling out of the sims' queues, I always make sure to get them all out there standing right next to the damn driveway with nothing in their way and that usually works well. But not for servo. I guess in the future I'll just have to make him be the driver.

I wonder if this is related to the autonomous Do Chores action that seems to cause so many problems with always stomping everything else.  :P It's been suggested to me that Do Chores is also the reason my servos glitch the mailbox when they try to get the mail. Servo just has issues.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: jsalemi on 2007 August 02, 01:47:24
I wonder if this is related to the autonomous Do Chores action that seems to cause so many problems with always stomping everything else.  :P It's been suggested to me that Do Chores is also the reason my servos glitch the mailbox when they try to get the mail. Servo just has issues.

Could be.  I suggest you check in Pescado's forums here for his 'noservodochores' hack -- it stops servos from autonomously stomping their queues by going off to do chores. You can then use macrotastics to direct them to do the chores when you want them to.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: syberspunk on 2007 August 15, 17:07:41
Question for both of you, just to clarify:

Joe - with this hack, you said you are able to get servos in the car with no problems.  In your case, do your servos actually show up in the dialog box, asking if they should be included or not?

Toast - with this hack, just to verify, if some sim, other than your servo, is driving, your servo never even shows up in the dialog?  i.e. s/he never even gets an option to be included or not?

I may look at this again, since there seems to be a few other hacks of mine that are having issues.  Not sure when I will get to it.  This weekend is a tad busy, but we shall see. :)


Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: jsalemi on 2007 August 16, 00:17:35
Question for both of you, just to clarify:

Joe - with this hack, you said you are able to get servos in the car with no problems.  In your case, do your servos actually show up in the dialog box, asking if they should be included or not?


My memory is yes, but I'll double-check next time I rotate around to that lot (should be in the next 2 or 3 days).


ETA: Ok, my bad -- I checked before I got to the lot with the servo, and I found I was still using Monique's version, not yours.  :P  So I put yours in to see what happens. 4 sims, including a servo, going to the family's business.  The wife is the driver, and the servo does show up in the dialog box.  However, only the first of the other 3 sims actually gets the call to go to the car.  I tried it twice -- once with two of the others in the middle of something, and again with all 3 just standing around.  Only the first person got the call to go to the car; the servo and their son never did.

I didn't try it with the servo driving, since it was getting late, so I just had her form a casual group to get them all there.




Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: syberspunk on 2007 August 21, 03:16:51
ETA: Ok, my bad -- I checked before I got to the lot with the servo, and I found I was still using Monique's version, not yours.

Monique has a version of this?  I believe she has a hack for bringing people home from work.  I wasn't aware that she had one for sending people in a carpool to comm lots?

Hrm.  Well, if she managed to figure it out and actually get it working, then by all means, use her version. Lol.  Mind pointing me (and others possibly) to a link?  Is this on MTS2?  I haven't checked there in awhiles.  Maybe I missed out on this hack of hers.


Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: jsalemi on 2007 August 21, 14:57:42
Ok, maybe I'm old and confused.  I could have sworn the one I had in the game was Monique's, but it may have been the bring-home friend thing and I switched to your version of that with no-frat.  But I couldn't find an older version of this hack in my downloads, yet I was getting the dialog for the car, so now I"m really befuddled.  I'll have to look at it again when I get home.

In any case, the problem I reported with yours stands.  :P


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: syberspunk on 2007 August 21, 16:41:14
But I couldn't find an older version of this hack in my downloads, yet I was getting the dialog for the car, so now I"m really befuddled.  I'll have to look at it again when I get home.

You and me both joe. lol. :D

You might have Pescado's hack.  I can't remember exactly what it was called.  Something like carpoolfix but not quite.  He had it, for like a brief second, either in his experimental, test section, or it might have snuck it's way into a DC at one time or another.  He eventually abandoned it, as it seemed more trouble than it's worth.  Unbeknownst to me, I attempted to make this hack, not realizing he had already tried it.  It appeared to work in my first test run, but as you mentioned:

In any case, the problem I reported with yours stands.  :P

It doesn't seem to work consistently, across, or even within the same households. *shrugs*  It's a shame, because it looks like it would just be a simple thing to duplicate what Pescado did for using taxis to go to comm lots.  Something just seems to be weird and flukey with ownable carpools.  Which is pretty much why I meant to abandon this too.

Anyhew, since there doesn't seem to be anything I can do otherwise, I'll just leave it be, as is.  I'll continue to update it for future EPs if there is a demand for it, but it would seem that using the Group outing function would be more reliable. :-\


Ste


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: jsalemi on 2007 August 21, 18:11:52
I don't think I have Pescado's version still laying around, but you never know. I did a search for files with 'car' or 'pool' in their names, but didn't turn up any other hacks that were named like or similar to this one.  I'll have to run 'comm' later, and see what that turns up. :)


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: Invisigoth on 2007 August 22, 06:21:18
This hack works perfectly for me, however I do not have any servos at the moment.  I do like this hack, and hope that you keep updating it, Ste.  Maybe that's because I am lazy and I do not like going through all of the effort of setting up a group outing and then having to disband it once I get to the community lot.  First you have to ask everyone you want to join, then when you get there if you forget to disband the outing the other sims keep trying to follow you around.  I much prefer the "Will so and so be coming?" pop up.


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: ghostchoir on 2007 August 22, 10:05:51
Has anyone tried this with the Community Time Project?


Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: jsalemi on 2007 August 22, 14:06:45
Ok, Ste -- yes, I was confusing this with Monique's 'bring home from work' hack, which I replaced with your version the other day.  So my bad. :P

I have the latest version of this in the game, and it does have the problem with more than 2 sims going off to the comm lot, regardless of whether one is a servo or not.  I tried it with another household last night that's 2 parents and a kid, and only the kid got the call to go to the car; the other parent never did.

ETA: To prevent a double-post -- is this pretty much obsoleted by BV, since the 'Walk to...' dialog has a nice 'choose who's going with you' dialog?  Or are you planning on incorporating that feature in this for cars?



Title: Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07)
Post by: syberspunk on 2007 September 12, 14:43:03
Hrm... I haven't looked at the Walk to option yet... I suppose it would be nice if you could change it.

I did notice that the BV code for this has been like totally revamped.  It now consists of only 4 lines.  They created two separate BHAVs, one that checks whether a sim can join you (my guess is that it skips babies, toddlers, and pets) and one that imagine now contains the code that actually makes the sim queue up to get into the car.  I didn't look at either of those BHAVs, so it could very well still be borked.  I just quickly slapped an update together so that the hack would at least be compatible with BV.  If I get a chance, I may take a look at the Walk to code and see if I could hax0r that dialog into this carpool stuff.  Thanks for the suggestion. :)


Ok... it looks like this has been confirmed (not by me) to be obsolete, and thus no longer needed as of BV.  Remove the latest version from your game, as it is no longer needed.  If you have Seasons or older, it probably will still work.


Ste