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TS2: Burnination / The Podium / Re: Does PMBD still list material from newer paysites, including Patreon sites?
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on: 2023 October 27, 04:01:13
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Officially, EAxis, which is the operating principle which allows PMBD to operate openly and publicly. Mostly correct, although there's no such thing as "official" or "unofficial". You perhaps might be trying to leave some weasel room for players/creators to claim some sort of "unofficial" ownership rights, but those don't exist. EA owns everything made for their games - period. The only exception are a few third-party programs, such as the ones made by Numenor, Mootilda and others, perhaps even yourself, and those sometimes have their own EULAs. (I'm referring here mainly to Sims 2 programs, with which I'm familiar.) But even the CC made with those become EA property as soon as they are used in the game or uploaded somewhere. The EULA for all the Sims games are no different from any other EULA for computer games that I've played since the mid-1980's, and they all say that anything created for a game is owned by the developer and/or publisher. This has always been standard operating procedure for the computer game industry, for decades. But I think we're basically in agreement on that point, except for your use of the word "official". EA owns everything, players/creators own nothing (with the handful of exceptions mentioned above). I think we are also in agreement that I haven't asked you any "trick" questions. There's a lot that's dubious about this, though. The most important, which is what Pescado was getting at by mentioning nobody wants to fight it in court, is that such EULAs have never actually been tested, so it's unclear whether EA can actually legally do that. As of right now, there's basically zero law on the subject, EA just SAYS they can own everything made using the game, and nobody has said they can't. You can think of certain problems with this that would obviously have to go to court if it came up, such as... SimPE is one of those third-party programs, not game content itself, and what's-his-face who makes it COULD put in an EULA stipulating that everything made with it is the property of Inge. This would be just as valid as EA's EULA, so which one wins? You might easily say, well, EA made the actual engine this is all running on, of which SimPE is just a functional appendage, so EA's EULA takes over in the end... but that's something for a court to decide, which has never happened yet. In common-law jurisdictions, the law is only ever what a court says it is, and when a court hasn't spoken, all you can do is speculate. EA's claim of ownership is simply unproven at this point. However, PMBD operates on the assumption that such EULA is actually enforceable, for convenience.
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TS2: Burnination / The Podium / Re: Does PMBD still list material from newer paysites, including Patreon sites?
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on: 2023 October 26, 21:28:41
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In your opinion, who owns custom content that is uploaded to various websites, the player who created it or EA? (I'm referring to objects and game mods, but not to certain third-party programs that have their own EULAs.)
Wrong question. Neither party owns it. Nobody owns a bunch of numbers. It's possible for someone to own a copyright interest in it, which is enforceable only in certain jurisdictions.
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Awesomeware / AwesomeMod! / Re: \
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on: 2022 August 18, 00:33:47
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It wouldn't crash your game regardless. All the code in the mod is still accessible, so even if it did somehow trigger something from that feature (which I doubt), it would work fine. You can infer this from the fact that people used to complain that awesomemod gave their pedo sims the pedo trait even when they used other pedo mods instead.
You found a bug in SMF, though, that's neat.
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TS2: Burnination / The Podium / Re: Are stub character files really harmful to your game? If so, how?
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on: 2022 April 23, 14:41:53
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That is the answer that I expected, for the record. I was planning to say more, not just totally leave you hanging with my useless response like that... but then I lost power for days.
Pescado used to call the process mentioned in item 3, of counting up to overflowing the NID slot, "certain 16-bit doom". I liked that phrase so I wanted to make sure it was mentioned.
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Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden
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on: 2022 January 25, 05:11:32
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After checking the package contents and double-checking in game, I can absolutely confirm that the full trait names are actually ChosenSacred and RadarTagged. I apologize for my earlier incomplete information which was based on something Pescado actually said, but I guess he was being terse in describing the names.
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Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden
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on: 2022 January 23, 06:40:43
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Oh wow. Bless you kind stranger! Perfect I'll have a look! Boat neighborhood I assume means isla paralagso? But from what I take it doesn't prevent sims from randomly spawning boats to path over water. I'm not a stranger, I'm tsen. Well, Pescado changed my username, but still. I'm not a stranger, I've been here for like 13 years! Anyway, I'm not clear on what effect it has on that - do they need to HAVE boats to spawn boats that way? If so, not having boats would prevent this (if you take away their boats). But if not, no, it probably has no effect. Sorry if I've been leading you down the wrong path, I've just been trying things I usually try when my game breaks.
"To verify that your trait loaded successfully, use the "traitinfo" console command to see if data could be brought up." - from 'creating custom traits'. For the record, I was using that exact document as a source since I have it from you in your TS3 director's cut. Are you 100% sure that story progression is turned off in NRAAS?
Are you testing in a brand new world?
I also run the patch for after version 1.67, for the game before Origin, just in case any files have become corrupt. If you play through STEAM, don't do that, I don't know what version 1.69 does. PROBABLY none of those things should matter, excepting possibly the last one: If you have the steam version, definitely don't use the steam version, since it may or may not change something awesomemod needs, like potentially how traits are defined or something like that.
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Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden
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on: 2022 January 22, 20:48:02
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Just a question btw if you happen to know. When I typ showconfig an option appear that you can't alter in the configuration file from the awesomemod website. Namely "no free boat". You cant change it yourself in the config file from here, but I'd like to have it permnanently as false (if I understood what it means correctly) cause I do have issues with random townies trying to path through waters but it kinda fudges up most of the time. It may simply be unimplemented/unfinished and I've asked about it already, so I'll let you know if I hear back, but, in principle, you should be able to add the option to the internal XML file in aweconf.package, if you know how to do that. Update: Pescado says that it is implemented, and that what it does is stops free boats from spawning in sim inventories so they have to pay for them properly. He doesn't seem to recall why it's not in the config tool. Update update: 17:40 <@Pescado> Okay, there, I fixed it. 17:40 <@Pescado> The server didn't have the latest aweconf file so the page script wasn't listing it. 17:41 <@Pescado> The config option made it so sims don't get free boats outside of the Boat World. 17:41 <@Pescado> Default game, apparently, gave every sim, everywhere, regardless, a free boat that they didn't need. 17:42 <@Pescado> AwesomeMod changes that so they only receive the boat in the boat Neighborhood, because that's the boat world.
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Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden
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on: 2022 January 22, 17:10:18
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Hmm, I tried the addtrait. I tried 'sacred' 'radar' 'bless' 'blessed'. It came up as a non-existant trait. Maybe there is my issue somehow.
Can you add, uh... "incontinent", "pedobait", "narcolepsy", or "tealdeer"? If none of those work (disclaimer: I'm not sure whether any of them might have been removed, because some of the traits were never fully implemented, although I think those all were) then you probably don't have any of the Awesomemod traits, and you should check your config first and then check for possible trait list conflicts. I actually think there's a command you can use to list traits, but I'm not sure what it is. Try "traitinfo"? That might just be for info on specific traits though. (You should still use it to test out specific traits to see if that might give more useful information.) If one or more of those DO work, then you have at least some Awesomemod traits, but you might be missing the Administrative traits (which is what sacred and radar are) in particular. I've asked Pescado if there are any others that you can try to confirm; I'll let you know. Just to be totally sure, try using addtrait on a basegame trait you know exists, too, to make sure it isn't trait-adding that's broken somehow. (And, to be clear, it's definitely "sacred" and not "blessed", that one I have seen in the game specifically.)
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Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden
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on: 2022 January 22, 15:48:24
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I'll give that a try! What is the name of the trait for sacred and the trait for radar? I assume that also that means it will only track and/or protect that sim and not the whole household.
The trait for sacred is 'sacred'. It looks like the trait for radar is 'radar', but I didn't confirm that in game or by looking in the package. The command actually just applies the trait, so it's exactly the same - doing it for the whole household just means applying the trait to everyone in the household. Well, I guess it's possible it could be doing something extra I don't know about - ask Pescado. For the record, witch's advice here is completely unrelated to anything that could reasonably be the problem.
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Awesomeware / AwesomeMod! / Re: Random orange trackers on sims (update)
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on: 2021 December 29, 05:43:50
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Apparently that's Awesome Mod story progression. I always thought the brown houses were friends of the active sim. I don't know why they only sometimes show. I don't recall if they can be turned off, I'll ask Pescado. NRAAS has 'Tagger' which allows you to assign tags, but don't know if they can unassign them or whether that would cause a conflict between the control mods.
ETA: Those tags are brown to me so that's where some confusion arose.
The houses are households the active sim knows. Orange (that's orange) tags with sim faces are missions. Under certain circumstances the tags may also be red (low-detail mode, I forget what this ultimately means) or yellow (sacred). I've never seen them blue.
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TS2: Burnination / The Podium / Re: What causes the offspring face distortion in TS2? And how do you fix it?
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on: 2020 August 16, 04:48:42
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Recommended solution: Take OCD meds and find something better to rub off to because the game implements random variation, like in real life. What kind of creep looks at sims' faces that closely anyway? I bet you crane up within two inches of people's noses on the street too. Besides, in your pictures, the kids look just as ugly as the parents. This just seems like something only terrible people care about.
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TS3/TSM: The Pudding / Pudding Plots / Re: Eco friendly family house
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on: 2011 July 08, 17:17:39
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so we are comparing burning wood to the power of the Sun. You'd be surprised how unfavourably it compares. The data I was able to gather suggests that 1kg of wood produces on average approximately 1900W when burned in just a normal, non-clean-burning fireplace. A typical solar panel may produce as much as 200W per square metre in ideal conditions. Unless you are getting 24-hour direct equatorial sunlight somehow, it's pretty obvious which one is more efficient and cost-effective. For some reason people always remember that the sun is an enormous ball of ridiculously hot plasma, and forget the little glitch that the intensity of sunlight is basically jack shit by the time it gets here, and on top of that we can only manage to harness a tiny fraction of it. If you are going to whine about "eco-friendly", at least know what that MEANS first. Besides, no sim house will ever manage to approach real-world standards of environmental stability until you can make a nuclear pile. :D
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TS3/TSM: The Pudding / The World Of Pudding / Re: Motive Decay rates
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on: 2010 November 17, 20:20:14
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I dunno, cwuntz has a point - after all, the paradigm for sequels among commercial games is "this game, but more so" - generally some kind of generically new content is added, because otherwise it's hard to justify making a completely new game, but the major changes are all minor tweaks to the fundamental concept. Certain things which were problematic in the first game get adjusted to better suit the players, new features are added to improve the "depth" of gameplay, but it's still fundamentally the same game. Sometimes independent developers - especially those offering the games for free - will make major changes and tie the new game to the previous one only in terms of storyline, but it makes sense that companies like EA wouldn't kill the goose that lays the golden eggs, no? Still, by this definition, TS3 is a sequel, which is exactly what it's supposed to be, so I have no idea what he's whining about.
But no, an emulator isn't a remake; an emulator is more like "digitally remastered on DVD" and the like. A remake is... still called a remake - they are rarer in the video game world, but they do exist; the version of MULE that was played as a #grah game for a bit was a remake of the original, for example.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Question About Order of Installation & Patching
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on: 2010 September 23, 07:23:24
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It is because it was a ton of work, listing all of the patches that came one after another, etc and so forth. Ummm, you do know it only takes one, right? I will state for the record, that this process was not difficult. It was just time consuming and annoying to have to download all of the patches and sit around while they installed, etc. ... OK, apparently not. It only takes one.Since you are clearly functionally retarded, I will provide a further hint: Start at the thread titled, quite prominently, "New Patch 1.15/2.10/3.6/4.3" and work from there. ETA: Most of the kids who are just mean to be mean and belittle people, they are the ones who were picked on relentlessly, or have had some sort of Freudian trauma in their lives (small anatomy, perhaps?), hence have never really moved on from feeling like children who want to feel big. Discredited trope. My life is awesome, I'm just a sociopath. Does it hurt to be that stupid?
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