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pljones
13th Feb 2010, 04:27 PM
This thread is for people wanting to test at the bleeding edge of development. If you're looking for the stable release, please switch to this thread (http://www.modthesims.info/showthread.php?t=362413).

Any questions regarding the behaviour of this release should be posted as replies below.

Bug reports for this version in this thread please!

Equally as important, post if it's all working perfectly...
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Windows Easy Installer version (http://sourceforge.net/projects/sims3tools/files/s3oc/1002-13-1333/s3oc_1002-13-1333.exe/download)

Unpack-It-Yourself version (http://sourceforge.net/projects/sims3tools/files/s3oc/1002-13-1333/s3oc_1002-13-1333.7z/download)
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pljones
13th Feb 2010, 04:28 PM
There are two specific changes since the last QA:
1) Allow use of 32bit IIDs for OBJD and OBJK resources (advanced use)
2) Include resources referenced from PresetXMLs as part of "default resources only". This allows corner counters to be properly recolourable and gives the opportunity to edit presets, for those who know how.

Full change log since last "public" release to follow.

pljones
13th Feb 2010, 04:36 PM
1001-02-1835
latest rev:423

Don't renumber brush pairs if not renumbering.

Pick up latest s3pi.
---
1001-16-1637
latest rev:431

Change terrain paint subcategory when cloning; rewrite label mapping stuff.

Pick up latest s3pi.
---
1001-30-1249
latest rev:437

Replace exception messages with calls to CopyableMessageBox.IssueException().
MainForm.cs: Include VPXY kin in default resources.
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1002-13-1333
latest rev:442

Replace "do not renumber catalogue IIDs" with "use 32bit OBJD/OBJK IIDs".

Code tidy up: move XML renumber code to UpdateRKsFromXML().
Code tidy up: Rename some SlurpTGIs to SlurpRKs.
New Slurp: SlurpRKsFromXML(), iterates over vpxyKinItems and Slurps their contained RKs.
SlurpKindred() adds to vpxyKinItems list.
New Step: VPXYKin_SlurpRKs, called for OBJDs, Common Catlgs, CWALs
Catlg_getVPXY, OBJK_getVPXY initialises vpxyKinItems.

Pick up latest s3pi.

Inge Jones
19th Feb 2010, 11:36 AM
Bump. This is the latest s3oc test version

plasticbox
2nd Mar 2010, 02:29 AM
2) Include resources referenced from PresetXMLs as part of "default resources only". This allows corner counters to be properly recolourable and gives the opportunity to edit presets, for those who know how.

How exactly is this supposed to work? I've tried every way I can think of, but all I can manage is nuke all material definitions in the OBJD and include a custom preset XML; that way the object is using

- the last one of my own presets for the object and rotating preview, and default textures for the thumbnail, in 1.8.25
- solid black instead of the XML in WA or equivalent

It's recolourable and counter corners are working properly and everyhting is hunky dory, if it weren't for the thumbnail / WA blackness.

All other ways of combining, renaming, refixing XMLs and OBJD seem to result in all sorts of funky errors, nonrecolourableness, CAST UI not loading and the like. Or in the XML being ignored when there's anything defined in the OBJD.


Do I have the wrong idea of what you mean by "edit presets", perhaps? What I'm trying to acheive is include presets as XML in a package. Right now I'm including my custom preset only, none of the game defaults. Objects in question and lots of head-scratching in this thread (http://www.modthesims.info/download.php?t=393576). I already checked for differences between full clones of the originals from WA and my game, and couldn't find any, so do those games behave somehow differently when it comes to material presets?

Inge Jones
2nd Mar 2010, 08:30 AM
We don't know. It means they're now in the package where you can edit them rather than not being in the package so you can't. You'd need to post in a forum that deals with this specific aspect of modding - see if anyone knows. I don't :)

plasticbox
2nd Mar 2010, 01:04 PM
So is it the presence of those files that fixes the broken corners, or why do you include them? Would I be able to repair a kitchen made with the release version by importing those resources?