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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 31, 16:29:31
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What was the value originally? 0xFFFFFFFF? Because that value would overload int32 and end up as -1.
No, it was a meaningful but unique hex string. In my haste I likely pasted the 32 bit version over the 64 bit version without properly selecting the entire 64 bit stringEdit: I did somehow have an old copy of the XML around. It was "0xF093C5B9", which is the problem. Does not like negative numbers.
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11
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 31, 12:52:35
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You're certain that occurs? Because that's a soft-error, indicating you're doing it wrong somehow, perhaps by using a value of uint64 length and trying to cram it into an int32 CommodityKind.
Yeah. Operator error. I noticed that it needed to be 32 bit and did change it to a 32 bit value, but apparently it was not 32 bit enough. When I dropped the hex value down to "0xFFFF" it worked. Perhaps my copy/paste did not catch the entire 64bit string when I replaced it.
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12
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 31, 11:37:16
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Thanks for that.
I actually did change the HEX value, but only a few random numbers in it. I've found a Hash tool now so I did it correctly. I'm now using 0x1044f9f0a6880794 as my instance.
I think I've fixed the typos I had previously (and a bunch more that I added as I was playing around with it). Anyway, I'm still doing something wrong as I can't get it to recognize the 'Slave' trait.
I was wondering if you or phnxflyng or anyone else who might be interested in getting this to work could take another look at what I've done so far and point out any obvious errors I've made.
I omitted the CommodityKind part of it as it seems to be optional from the directions. So I intend to add that later after I get the basics to work.
I did not look at your package but I did take a quick look at AwesomeMod to see what was expected. The plugin search feature looks to be tied to the list of assemblies. If your plugin does not appear in that list, AwesomeMod will not know to look for the traits XML file. The bottom line is that you need to have a .NET assembly named "Simius" in the package to get the plugin scanner to recognize this. EDIT: One should not read this and assume that I have this working. I am just going by what appears to be happening in the code. EDIT 2: Stay away from <CommodityKind> for now. AwesomeMod has a bug related to converting from the XML to the enum. (System exception, can't cast a UInt64 to an Int32 in AddValue) Operator error
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13
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 30, 12:53:09
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I've also tried <CommodityKind> instead of <CommodityKinds> but neither work. What am I doing wrong?
I can tell you that it is <CommodityKind> The traitinfo command requires that you put the trait after it. If the trait does not exist, it will tell you. If it does, it will tell you. I looked at your package. You used the same instance as AwesomeTraits and I think you should use a new instance. You also used <Trailist> instead of <TraitList>. Regarding the "hex" values and the comment from kuronue, Pescado uses "<Hex>Tealdeer</Hex>" in his own XML.
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15
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 24, 18:14:00
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Not sure why sim-switching would be affected at all, since sims do their thing regardless of who you're selecting. One thing that MAY slow down sim-switching with SC is simply because SC tends to scatter your sims across the neighborhood in pursuit of their goals, which means if you switch, tons of graphical textures get to be loaded as you view another lot, because SC globalscans and picks the best actions based on the entire neighborhood, whereas normal sim-AI just picks random crap nearby.
Most of the time, Sims on SC are on the same lot. I use SC mostly to drive revenue from painting, authoring, and stuff like that for Sims that I have in support roles (infant/toddler maintenance, fixing things, etc). They have on-site resources for these things since I hate having to chase them down when I need them. I always assumed that the delay when selecting the Sim on SC was due to some sanity checking specific to the SC task, along the lines of "oh, I have focus now" type stuff. The Sims can be in the same room and there will be more delay switching to SC users than others, so loading textures should not be a problem.
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16
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 24, 16:32:51
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Computer suckage does not apply here. Quad core 8GB RAM and it will easily run 100FPS if I let it. That's very strange, since your computer is more than adequate. Yet, I don't see this problem on any of the computers, including a test rig that's worse than yours. SupCom runs completely smooth there. However, the new build adds some theoretical speed improvements by using more caching, so you might get some improvement there. Give it a spin. Also, don't revert: Every older build has had at least one bug that was squashed in it, and if you get an FSE, don't save! For me, the theoretical speed improvements have worked. Lag is down to the "normal" 1 second-or-so and decision making time is much improved. Sim switching is not as fast with Sims using SC but it is on par with the 7/21 versions.
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17
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 24, 14:58:18
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SC lag as described above is nothing new, however, it is worse since 7/21. Any Sim running SC has response lag from the moment the Sim is selected to the moment the next Sim selection is finished. Pie menu selection lags when a new task is selected. The entire game will lag when switching into a Sims with SC running (or out of, for that matter) and can get stuttery when changing tasks. Since 7/21, lags can be quite long. They were noticeably long on 7/21, even with the SC updates that were made this month, and are much longer now, on the order of 4-5 seconds at times. Having no Sims running SC eliminates the problem for me. I have been using "Write Book" more than anything else recently, but occasionally I need cash and do rock collection. I have seen it on Skilling (Kung Fu related ones most recently) and Tomb Raider, as well. I solved my problem by simply staying with the 7/21 version. Computer suckage does not apply here. Quad core 8GB RAM and it will easily run 100FPS if I let it. Personally, I suspect SC is hogging thread resources, possibly in a loop or check that is being called too often or takes too long to complete. However, I have not had any reason to look to see if that is true, or even to see how EA is doing multitasking in the .NET part of Sims 3. S.E.P. For me, this is related to the posting I made on 7/18 ( http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg545643.html#msg545643) in the bug report thread.
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Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
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on: 2010 June 17, 00:36:16
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I have only been looking at script changes in the last few builds, but those changes I have seen are not highly likely to introduce freezing. I have not been watching the other files in the package recently.
On a related note, I have had some script related CTDs that are hard to capture since installing the latest builds.
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Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
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on: 2010 June 16, 19:25:30
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What is the change?
This is what was changed in the opportunities, investigator skill, and sculpture skill. I was not sure if it was a completed feature. Refer to this: Newest AwesomeMod cripples this "registration" crap. Remember, kids: REGISTRATION LEADS TO CONFISCATION. Live free or die!
As for why the technical solution to this includes a "continue" in an inaccessible code block, my mind is still numb from trying to understand.
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Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
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on: 2010 June 16, 16:44:25
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Latest update to AM was posted (showconfig is 6/16/2010 08:52:09)
Some simplification of Awesome code in the Rabbit Hole Entry System. I see no actual changes in how it ultimately works, so if there is an actual change it is subtle or second order.
There were changes with opportunities, inventing skill, and sculpting skill. (I see what they do but I am still trying to understand why JMP did it that way)
Edit: second update from 8:52 that touches the opportunities and skills mentioned above. Seems he is still working on stuff.
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