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1  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 January 28, 22:52:57
I've been tuning 0xC2D9D4BE5390D589 "Books" (prices/availability/career levels) since forever, and this used to work as expected up to 1.8.25. Then I reinstalled and patched to 1.17.something, and now even changing just the prices makes my writers thow wobblies (and also borks up the bookstore interface).

I can't really test the same set of files without AM (since I override the AM careers, and they're interrelated with Books), hence the question: are you doing anything in AM that would affect the way this data is used, in particular the prices, and that's been changed between 1.8.25 and now? Like some calculation going on that relies on the default prices or something? Or do I need to do anything special now if I want to tune this file (like overriding AM, but that I already tried)?

Is this maybe related to the "written books not buyable" issue that has been reported in November and again recently? Written books are not buyable in my game either, with or without the tuning file (and I have the option enabled).


All my XML is from the actual game I have (the reinstall is on a different OS, so I don't have any old files lurking about .. I also re-cloned Books to make sure). Again, the AM I use is *not* the current version, but I can't tell anyway at what point this has changed (I didn't have a game between 1.8.25 and 1.17). I can post a screenshot of the wobblies if that would make sense ("given key was not present in the dictionary" somethingorother about book genres).
2  The Bowels of Trogdor / The Large Intestines of Trogdor / Scripting question (Event listening) on: 2011 January 26, 05:52:32
Is it possible to listen for a "GotPaidEvent" instead of any old event? I specifically need the PayType.

Also, when there's more than one listener for an event, what determines the order in which their actions are processed?
3  TS3/TSM: The Pudding / The World Of Pudding / Re: Top 3 pieces of advice for Pudding on mac? on: 2010 December 28, 15:39:50
I'll have to second/third/fourth the advice to play under Windows/Bootcamp instead of OS X -- I've done both (on the same machine) and the difference is really like day and night. The rebooting is a hassle, but having a useable game makes up for it IMO. For me the lagging under OS X got worse and worse with every patch (1.2.7 still ran fine, 1.7.11 was terrible and 1.8.25 completely unplayable), so I doubt that this will ever change for the better.

Other than that, there's this thread in OS X Halp at mts which outlines various ways to get various modding tools to run.

For doing anything on a Mac (or with a Mac keyboard) under Windows, I can also recommend getting something like SharpKeys and remapping cmd and crtl, so as to avoid your finger memory frying itself.

What you should also know: EA always only keep the current OS X patch online (unlike with the Windows ones), so you need to make a backup of the patch and/or your entire oldversioned game if you ever want to be able to roll back to an older version. Best if you do this immediately after patching, the patches are stored in a temproary directory and will be nuked by the OS after a while (there's a small how-to in OS X Halp at mts if you need instructions). Fortunately, it's very simple under OS X to run multiple versions of the game in parallel -- basically just duplicate the app before patching --; not everyone needs this but it can be useful for testing and stuff.

But, yeah .. the most important piece of advice re. playing under OS X is still: don't. EA clearly have no idea how to write stuff for OS X.
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Cannot Place Lots on Lots on: 2010 July 03, 16:08:22
I noticed that trees near the edge of lots often prevent other lots from being placed (when I move the tree further inwards, away from the lot edge, I can place the other lot fine). Maybe that plays a role here too? Not familiar with Twinbrook, but "park" sounds like it might involve trees.
5  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 15, 07:55:42
Would there be any point in testing this in 1.12-only, or is this beta specifically about EP features?
6  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Crescent Cove, A Barrier Island on: 2010 March 28, 11:06:07
I've been using this for a while and never had any crashes. It's lagging like hell, but so do Riverview and SunsetWotsit. That said, I bulldozed all lots before I started using it .. so whatever crashing issues others have, they might have to do with something on the *lots* (but not in the neighbourhood per se).
7  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Crescent Cove, A Barrier Island on: 2010 March 15, 08:54:16
Thank you for uploading this. It's the most useful custom world I found so far =).

I have no idea whether you're (still) interested in feedback - FWIW here's three little things I noticed this weekend:

- you have tree and grass growing on a road here http://www.modyourpanties.com/images/100315033022-ci-road.jpg -- this is where the pool is in your version (top right corner of the overview pic)
- one road intersection is disconnected: http://www.modyourpanties.com/hosting/17366_100315033427ci-empty.jpg (duh, I marked the wrong corner on that pic -- it's the one to the right of the pink box)
- one road corner is sloped with the terrain which looks a bit funky: http://www.modyourpanties.com/images/100315033516-ci-corner.jpg

I don't know whether any of these lead to routing issues or anything since I haven't started to actually play that nhood yet (the disconnected road might actually come in handy for me, if it turns out that cars won't drive through there, since I placed an object on that road), just figured you might want to know.

8  TS2: Burnination / The Podium / Re: How big does the Bootcamp partition need to be? on: 2010 February 05, 01:37:25
The BootCamp FAQs at Apple should answer all of those questions: http://www.apple.com/support/bootcamp/
9  TS3/TSM: The Pudding / The World Of Pudding / Re: Switching Career Track, JoAT-Style on: 2010 January 30, 15:23:00
All of the transfers are defined in 0x03c73c5414fb1bb8 "CareerEvents", if you want to know what's available.
10  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 30, 14:32:30
Need starvation and skill-X forever are a direct side effect of the neighborhood not having basic motive satisfaction. If you're sticking sims in houses that are unable to address motives and your entire neighborhood is gutted of basic infrastructure, the system will fall apart, as it was originally designed for a neighborhood that had basic infrastructure, so the existence of certain basic skills are assumed without detailed checking: Skills like Cooking, Logic, Mechanical, and all the other "basics" that the game assumes would be found in the form of libraries and free chessboards which were present in every game, are simply assumed without doing a grep of the entire neighborhood for them every time. If you have removed all this infrastructure, the actions will fail repeatedly because NORMAL neighborhoods should have them. We are not sure how to address this issue, as forcing an availability check for every basic item may greatly increase CPU costs anyway, causing more lag.

In my nhood, I think the houses are fine (as far as basic food/pee/sleep motives go, at least), but there's indeed no public chess boards, no library, no gym and so on. I do have a bunch of sims with outdoor chessboard in their yard, though (can't SupCom-skilling sims use those? I thought I had read somewhere that stuff in the yard was considered free-for-all).

I think it would make sense if you could publish a list of what exact items/rabbitholes SupCom silently assumes to be available, and/or link to it from the AM download thread - that would be simpler and more effective than any code changes, I guess. I haven't seen this documented anywhere, and like you say, now that folks start to use more and more custom worlds I'd think it's going to be a recurrent issue.

ETA: the nhood I'm talking about is the one that I've uploaded re. the inventory destruction, if you want to have a look what's in there and what isn't. But the lagging that I see is most definitely not *entirely* due to SupCom (if at all), I was using NRaasStory for a little while and it was still laggy.
11  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 30, 06:46:43
I'm on OS X though, and the OS X game is laggy and terrible in general, but I've never played it on Windows so I can't compare.

This is false. Also, they are the same game.

Duh, yes. They are. That's what the problem is ... it's not a native OS X app, it's running inside a wrapper, which does not exactly help performance.

Try comparing running the game on the same machine once under OS X, once under Windows (BootCamp) and you'll see.
12  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 30, 06:05:12
Many the earlier algorithms of Supreme Commander assume that certain resources will be present in the town, as everyone then had the same towns, and to save on computation, did not verify that those things still existed. Now that people are making their own crazy-quilt worlds where basic town structures cannot be relied upon to exist, not everything works.

Oh. Would this also affect the one-shot commander that AwesomeStory is sometimes using? Asking because my test nhood is lagging like hell, and I do use "job performance for inactives" and all that, and I don't have all of the EA rabbitholes in there (nor do I have a library, for example). The lagging is the "walk three steps - pause - walk three steps - pause - turn around - pause" etc one, not lagging at a particular time of the day. I have circa 60 playables and 40-50 NPCs in there. I also noticed that sims sometimes stay on "Skill: X" forever, with a message that no skilling items or lessons are available and many of their needs bottomed out (but that was a few Awesome builds ago, dunno wether that still is an issue. The lagging definitely is, though).

I'm on OS X though, and the OS X game is laggy and terrible in general, but I've never played it on Windows so I can't compare.
13  TS3/TSM: The Pudding / The World Of Pudding / Re: Rabbithole ownership issue: is this fixable? on: 2010 January 28, 01:21:44
OK, I'll have that in mind. Might take a little while then.

ETA: I have a savegame ready. Saved at 21:something, a sim is selected who is 0 days to elder (Harmony Knowles, household name is Walter). She has a deed, a stereo and some books in her inventory. I switched to another household, and when I came back at 22:something she was aged up and her inventory was empty.

This requires Riverview, and I use base game 1.8.25 with an Awesome I had downloaded immediately before.


Oh and also: all of the rabbitholes that the pervious sim had bought, are now unbuyable (still owned? or broken?). Sims continue to go to work there just fine, the sim is also still everyone's boss (except for that one sim who got a different boss to begin with). I reproduced the issue with a different sim in the same nhood who bought a new rabbithole.
14  TS3/TSM: The Pudding / The World Of Pudding / Re: Rabbithole ownership issue: is this fixable? on: 2010 January 28, 01:14:11
I don't think I have one from immediately before, but I have a few versioned backups. I'll try to replay .. in case it's an aging issue, maybe I can reproduce it with "force birthday" or whatever it is. I'll check.
15  TS3/TSM: The Pudding / The World Of Pudding / Rabbithole ownership issue: is this fixable? on: 2010 January 27, 23:09:27
This has happened twice now in my game: a sim who had bought out three rabbitoles (diner, grocery, bookstore) has lost the deeds/ownership for no apparent reason. She is, however, still regarded as boss by the sims who already worked in the diner before she lost them (and she doesn't work there herself, so it must be because she still counts as owner somehow) - another sim who just got a job there has a different boss though. I removed the boss metric for the careers in the stores, so nobody there has a boss at all. 

Things that have happened in-game between the last time I had her fire sims or collect returns (i.e. at that time she was definitely still the owner) and now:

- the sim aged up
- the household moved house (AM moved them, I think because they needed more beds)
- I turned AwesomeStory off and back on

I believe she had also just aged up when I discovered the missing deeds the first time around (from YA to A back than, A to E now), not sure whether they moved at that time.

Is any of this known to mess up ownerships? I never removed AM, only turned off AwesomeStory.

Also, is there a way to fix this in case it happens again? I already tried fixall, but that only cleared "3 phantom butts".
16  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 27, 09:14:13
Does AM have any influence at all on how sims' motives are being recaculated when a household is made active? Asking because I'm having issues with some motives, sometimes, being dropped all the way to 0 for no apparent reason, and I don't remember having that issue when playing with no story progression, but that was also a few patches ago. So I'm not sure whether to post about it in the Bug thread or whether it's just EAxian randomness.
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Trouble with Stairs on: 2010 January 26, 14:59:28
You will find, if you look at your ENTIRE neighborhood, that stairs oriented in ONE way in the global plane work this way, and stairs oriented the other way DON'T.

O.o

This is just nuts.

Could that be the reason rebuilding sometimes works and sometimes doesn't? So that when I build the stairs in the nonworky direction at first, then nuke and rebuild in the worky one, it would work? Or is that another issue (i.e. do they also break in other, unrelated ways that can be fixed by rebuilding) and they will only ever work when they're *currently* facing the right way, as opposed to at the time they were built?

Also, I take it you're specifically taking about *stacked* stairs, is that right? Or are they even more messed up than that?
18  TS3/TSM: The Pudding / The World Of Pudding / Re: Trouble with Stairs on: 2010 January 26, 05:34:08
The stairs are messed up like that - they sometimes don't work when they clearly should. I've seen the same thing happen in my game too - sims walk up, then turn around and walk down again. I've been able to fix it, sometimes, by nuking and rebuilding the stairs; in my experience rebuilding from bottom to top tends to be more successful than top to bottom. YMMV.
19  TS3/TSM: The Pudding / The World Of Pudding / Re: Loading lots without the launcher on: 2010 January 25, 02:23:03
You can extract the package and dump it into /Library.
20  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Milton on: 2010 January 24, 21:16:49
Is this base-game compatible? (..)

Well, he does say that it uses WA bridges, which would suggest to me that it's not. It'll load up with just the base game (..)

Not necessarily. I'm base game, and haven't been able to use any worlds that were made with WA installed, no matter whether they use any objects from WA - even completely empty worlds that only have a few blank lots will work exactly once and then never again. I can use worlds that are made with the base game, so it seems to be the builder's game version and not the objects that are making the difference.
21  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 22, 09:42:38
Then while you are building your house, you receive no feedback on how much your house costs

You must be missing something. In build mode, look at the top left of your screen - there's a little box telling you what exactly the house is worth, both furnished and unfurnished. When you have sims on the lot, everything you build/buy is detracted from the family funds in realtime - just look at their budget to see what they can afford.
22  TS3/TSM: The Pudding / The World Of Pudding / Re: Sims 3: Integrated Economy on: 2010 January 22, 03:52:41
There is a bit of discussion on sim economy and open vs. closed systems and how the existing rabbitholes could be used etc on pages 18 and 19 of AwesomeMod requests: http://www.moreawesomethanyou.com/smf/index.php/topic,17396.450.html . JMP also comments on the doability of some aspects there.

Regarding work uniforms / food at the bistro: some things can be customised already, by way of tweaking the appropriate XML. In my own game I have overrides for all the EA careers I am using, including different uniforms, wages, work hours, performance metrics, matching opening times for the rabbitholes and so on. It does require a lot of testing but other than that it's pretty straightforward since most of it is pretty plain English and well commented. There's also a few threads in the Intestines of Trogdor on work metrics and such.

In my previous game (before I realised that the EA careers could be entirely overridden) I had no rabbitholes at all, it was purely a farming/fising community. You can already trade between sims with AM alone, no need for the "Give" interaction (although that may be nicer, I haven't tested it yet in-game). Just drag and drop stuff on the other sim, done.
23  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 19, 20:05:04
Is there a debug command or ordinary awesomemod command which allows you to keep certain items (like stoves) on a community lot when changing lot zoning from residential to community lot?

There is a new-ish config option for that, NeverRemoveOnLotTypeChange. Labeled "experimental". That what you mean?
24  TS3/TSM: The Pudding / The World Of Pudding / Re: ZOMFG customisable lights! Is that an AM feature or a 1.7/1.8 feature? on: 2010 January 18, 13:10:18
Red, Blue, Green

Red, Green, Blue.
25  TS3/TSM: The Pudding / The World Of Pudding / Re: Job transfer strangeness on: 2010 January 18, 02:21:38
Thanks so much  Kiss
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