Title: Semi-global weirdness in SimPE/pets Post by: Inge on 2006 October 20, 16:06:28 Is anyone else finding really weird results for semi-global groups in the pets objects.package? Look at the list I made when going through all the GLOB files:
0x7F12A804 DisplayPetGlobals 0x7F12A804 ContainedPetGlobals 0x7F20C1E4 LitterBoxGlobals 0x7F277790 ContainedPetGlobals 0x7F38B8A7 PetBedGlobals 0x7F575EBF PetFoodDishGlobals 0x7F575EBF PetGlobals 0x7F575EBF ContainedPetGlobals 0x7F575EBF PetBedGlobals 0x7F7234D0 PetGlobals 0x7F8F4EB6 PetGlobals 0x7FA815EA PetGlobals 0x7FB208FA PetBedGlobals 0x7FBD3903 DirtPile_Globals 0x7FD0DEBA DisplayPetGlobals 0x7FD90EDB PetGlobals 0x7FD90EDB PetBedGlobals 0x7FD90EDB PetFoodDishGlobals 0x7FE10572 PetBedGlobals 0x7FE6EE0D PetGlobals 0x7FE6EE0D PetFoodDishGlobals Title: Re: Semi-global weirdness in SimPE/pets Post by: twojeffs on 2006 October 20, 16:22:07 It has been an adventure trying to find the new semi-globals. Probably just a Simpe issue though getting confused by the new EP.
The real PetGlobals btw are: 7F67DD1B Title: Re: Semi-global weirdness in SimPE/pets Post by: Inge on 2006 October 20, 16:27:30 Heh, thanks :)
Title: Re: Semi-global weirdness in SimPE/pets Post by: dizzy on 2006 October 20, 17:16:04 Gee, works just fine with dizziness. :P ;D
Title: Re: Semi-global weirdness in SimPE/pets Post by: Inge on 2006 October 20, 17:41:17 Yeah well I believe certain people round here got their objects.package a little sooner than I did, and a lot sooner than Quaxi is going to... :P
Title: Re: Semi-global weirdness in SimPE/pets Post by: Inge on 2006 October 20, 17:45:36 Anyway, on the slimmest offchance that anyone here didn't already know all this 8 weeks ago, here is what I have found so far that's new:
PersonData C7 unknown set of flags (init wolf uses it) Motive 01 appears to be chew/scratch Species 03 is cat Species 00 is human. Species 01 is large dog Species 02 is small dog Species 03 is cat A skunk appears to be a cat species NPC Stray family is 7FFA Title: Re: Semi-global weirdness in SimPE/pets Post by: dizzy on 2006 October 20, 17:55:39 PersonData C7 is labeled in ObjectScripts/PersonData.lua as "PetTraits". It also enumerates the type of personality your pets have.
Title: Re: Semi-global weirdness in SimPE/pets Post by: Inge on 2006 October 20, 18:03:48 Thanks. Weird about the skunk being a cat, isn't it? And I am surprised they didn't make robots and vapires and stuff into different species, in the first place.
Title: Re: Semi-global weirdness in SimPE/pets Post by: J. M. Pescado on 2006 October 20, 18:06:38 Vampires and stuff aren't seperate species because they are functionally still "humans", and do pretty much the same things. The skunk is probably classified as a cat for reasons of physical size and animation.
Title: Re: Semi-global weirdness in SimPE/pets Post by: dizzy on 2006 October 21, 12:26:32 FamilyIDs gleaned from Lua:
Code: "Service NPCs" = 32767 (0x7FFF) Title: Re: Semi-global weirdness in SimPE/pets Post by: jrd on 2006 October 21, 13:11:55 Huh, weird.
Orphans = adoption pool Orphan pets = sold playable pets? Why two "display pets" groups? And what is "Bob the Builder"? Title: Re: Semi-global weirdness in SimPE/pets Post by: dizzy on 2006 October 21, 19:17:45 Strays are like townies, i.e. pre-generated.
Orphan pets are how they mark pets that get taken away by the cop (because they are misused). A pet in a display at a pet shop would be marked "in use" unless that GSC throws an failure to add to that "family", in which case that pet gets marked "available". I'm not completely sure how that works, though. :P No idea who Bob is. ??? Title: Re: Semi-global weirdness in SimPE/pets Post by: J. M. Pescado on 2006 October 21, 19:24:29 Why two "display pets" groups? Presumably, to endlessly respawn display pets everytime you go to a pet store, until your game implodes under the weight of a million spawned sims. Don't visit any petstores, and expect a norespawn shortly.And what is "Bob the Builder"? Probably some placeholder family they used during creation. |