View Full Version : OLD: s3oc_1003-06-2138
pljones
7th Mar 2010, 02:35 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...
-----------------------
Windows Easy Installer version (http://sourceforge.net/projects/sims3tools/files/s3oc/1003-06-2138/s3oc_1003-06-2138.exe/download)
Unpack-It-Yourself version (http://sourceforge.net/projects/sims3tools/files/s3oc/1003-06-2138/s3oc_1003-06-2138.7z/download)
-----------------------
Change summary
Fallback TGI now created when cloning an EA base game object.
Lots of minor UI changes.
Various UI changes
pljones
7th Mar 2010, 02:37 PM
1003-06-2138
latest rev:476
Remove EPFlags/ContentCategoryFlags from everywhere.
Implement local support for ignoring the top byte of ResourceGroup when matching RKs.
New "Exclude Common Resources" check box (with details in the .ttl file).
Display "s3oc [busy]" when actively busy.
Add "[busy]" tag and hourglass pointer when updating Tabs.
Tick boxes under "Create Clone" disabled for "Open Package".
Include SP1 (High End Loft stuff).
Enable x64 build environment.
Update to VS2010.
Fix: Replacing thumb in MDLRs caused error.
Fallback TGI changes
- All index fields display TGI values on Details tab
- Fallback TGI entry does not get renumbered on OBJDs
- OBJDs referenced from an OBJD are never cloned
- When cloning, set fallback for clones of basegame OBJDs with no fallback TGI
pljones
7th Mar 2010, 02:39 PM
Link to previous QA release (http://www.modthesims.info/showthread.php?t=391149#post3056467)
Inge Jones
7th Mar 2010, 02:52 PM
In laymans terms, the main differences are cloner by default now leaves out all those annoying images that get pulled into every package. Also attempts to store an intelligent "fallback" object so that if users remove their CC, they will have a basegame chair for any chair they downloaded, for example (will only apply to objects made from now on)
plasticbox
7th Mar 2010, 03:04 PM
Inge, the fallback object sounds like an excellent idea (the no-clutter thing too of course) – I had no idea this was possible. Exactly where are those fallback TGIs, would that be easy to explain? Maybe one could retrofit existing objects with that feature?
Inge Jones
7th Mar 2010, 03:29 PM
Yes, and from the last s3pe QA, the field has now been identified and labelled.
However, it's not entirely simple for manual use. The label is attached to an index into a TGI block. Unfortunately for many objects, the same TGI block (which is usually null) is shared by the index from the diagonal (which is also usually points to a null TGI block).
When adding your own fallback therefore, it is best to be on the safe side and *add* a new one, and point the fallback index to that.
Inge Jones
8th Mar 2010, 04:02 PM
TSR Workshop is not fully compatible with the packages s3oc makes. If you move an object between the two of them often enough, you'll end up with a Spore creature instead of a plant :)
pljones
8th Mar 2010, 08:57 PM
When adding your own fallback therefore, it is best to be on the safe side and *add* a new one, and point the fallback index to that.
Another point to note: we don't know exactly what the game expects from the fallback object. For example, an EP1 column might have a base game column as fallback - very similar objects. But an EP1 sarcophagus has no fallback -- the base game, presumably, has no object that behaves enough like a sarcophagus for this to make sense.
So choose your fallback object with care. We'd be interested to hear about results: good, bad and hilarious ;).
Inge Jones
20th Mar 2010, 10:25 AM
Is everyone happy so far with the fallback feature? No problems? Anyone actually tested it specifically?
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.