Quick Reply
Search this Thread
Lab Assistant
Original Poster
#26 Old 31st Aug 2024 at 7:30 AM Last edited by LUCPIX : 1st Sep 2024 at 3:30 AM.
I think you did everything correctly though! As far as I am concerned, the major problem is that even the script in the base game objects is upgraded from the ground up so they behave just like other Hot Date objects of their kind do, so there's no room for compatibility-driven downgrades unless you use object files from an expansionless build as reference!

Ignore everything I said if you did use an object file from an expansionless build as reference!

MIDNIGHT DOWNLOADS:

ImageSourceCommentsAuthorDownload
table.iffAesthetically and functionally matches the original. Cool! purplewowiespw_table1x1_steering_hdplus.iff
table.iffSame as above, but is your go-to if you play The Sims without any expansion packs. purplewowiespw_table1x1_steering_basegame.zip



===============================================================================================


ALL DOWNLOADS (browse and download all CC made by us so far here!)

Please jump to the first post if you're looking for the lossless beta sprites so you can make your own conversions



PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Advertisement
Test Subject
#27 Old 31st Aug 2024 at 6:59 PM
Initially I cloned the diningtables iff from my all-expansions installation with the intent to look into it for that... but the diningtables I actually referenced when trying to get base compatibility were from Edith, so in theory they were base game! At the very least they shouldn't have caused problems for Edith itself. 🤔 (I went for the Edith one because in between cloning the "full" one for easy access and actually opening the file I went "but what if the diningtables in my actual game are updated?")

So I definitely think it's a skill and/or focus issue on my end.
Lab Assistant
Original Poster
#28 Old 1st Sep 2024 at 1:54 AM
Quote: Originally posted by purplewowies
Initially I cloned the diningtables iff from my all-expansions installation with the intent to look into it for that... but the diningtables I actually referenced when trying to get base compatibility were from Edith, so in theory they were base game! At the very least they shouldn't have caused problems for Edith itself. 🤔 (I went for the Edith one because in between cloning the "full" one for easy access and actually opening the file I went "but what if the diningtables in my actual game are updated?")

So I definitely think it's a skill and/or focus issue on my end.



Noted. Thankfully most people play with all the expansion pack these days, so it's not a biggie at all! Skill and focus issues are intrinsic to the noble deal of putting that creativity to work!


Since we already have a decent amount of complete works, here's a potpourri video showing how they manifest themselves in the game world. It's also an invitation to the external community for them to try the objects out if that's their sort of thing!



PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#29 Old 1st Sep 2024 at 3:37 AM
Quote: Originally posted by LoveNinja
Thankyou for all the amazing team behind getting all these objects for our games in 2024! There is something about this painting though that reminds me of That 70's Show...and i love it!



Thank you very much! There's still a long way to go and we're learning along the way, but it's nice to see we've been able to get some nice results off of the project.

I've been editing this thread to avoid confusion among people that are not very familiar to forums and downloading CC to TS1! If you have any questions, I am here!


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#30 Old 2nd Sep 2024 at 11:06 PM Last edited by LUCPIX : 13th Oct 2024 at 11:54 PM.
EVENING DOWNLOADS:

ImageSourceCommentsAuthorDownload
Sink.iffWorks just like your average base game sink. LUCPIXlpx_1998_sinkcheap.iff
Counter.iffWorks just like your average base game counter, except it's wayyyy higher than the default counter height. Place any other counter next to it and you'll know what I mean! LUCPIXlpx_1998_countercheap2.iff
foodproc.iffWorks just like your average base game food processor. LUCPIXlpx_1998_foodprocessor2.iff
bedstandex.iffWe'll work on this object's accompanying fancy bed soon. LUCPIXlpx_1998_endtableexp.iff










PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Test Subject
#31 Old 3rd Sep 2024 at 8:38 PM
...I had meant to attempt to work more on Level 1 again today... Instead, I for some reason decided I'd implement Steering Committee's (apparent lack of) behavior for the "moderate coffee table" that later properly appeared in Hot Date. I'm not sure that fits in the purview of this thread or not, considering it's not in the sprite pack (that I can see)... but at the same time I did technically make a "Steering Committee match" object so far as I can tell. (This also seems to have had the side effect of making it base game compatible (but completely decorative), which feels like something someone would have done by now, but I can't find evidence of it having been done before.)

Maybe I'll share it a little later today, once I'm totally sure I didn't mess anything up. (Not a lot of not-immediately-obvious failure points on "reorganize the main and init and get rid of literally everything else, plus change the price and name/description" but I'd rather be safe than sorry. XP XD)
Lab Assistant
Original Poster
#32 Old 3rd Sep 2024 at 10:45 PM
@purplewowies;

It's truly so nice to hear/read Edith language spoken by anyone else other than myself!

Yeah the sprite pack is not comprehensive yet ("give me those gross yellow puddle sprites!!"), but it definitely does not mean that the missing sprites are something to be ignored! I think I was so excited at the thought of making them into objects that I spent my time extracting what I considered to be the "essentials", saving what's missing for the future. I honestly did not know people would embrace the project that enthusiastically in such a short period of time.

The plan of creating base game-friendly coffee tables is nice and generous. The init-esque "allowed height" flags associated with coffee tables ("low table") IS a thing in the base game in spite of the vanilla version being obviously a coffee table-free one. Funnily, only bills.iff minimally references it on its init script, which in practice means that that was the only pre-Hot Date object you could drop on coffee tables. Talk about potential waste!

Here's me going dork-ish over it:



PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#33 Old 4th Sep 2024 at 6:20 PM Last edited by LUCPIX : 13th Oct 2024 at 11:42 PM.
NEW DOWNLOAD:

ImageSourceCommentsAuthorDownload
Stove.iffGraphics + Behavior + Tile placement match the original. But it's still so tall in comparison to all the other surfaces in the game!! LUCPIXlpx_1998_stove.iff


Screenshots


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
#34 Old 5th Sep 2024 at 12:57 AM
Beaaautiful, glad to see the Steering Committee breath some life into the main game. Do the SC TVs support Superstar channels?
Lab Assistant
Original Poster
#35 Old 6th Sep 2024 at 6:28 PM Last edited by LUCPIX : 13th Oct 2024 at 11:43 PM.
ANOTHER DOWNLOAD:

ImageSourceCommentsAuthorDownload
floorlampex.iffName & description match the original. Do not laugh. LUCPIXlpx_1998_lampexpensive.iff


Screenshots


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#36 Old 6th Sep 2024 at 6:34 PM
Quote: Originally posted by Burnziie
Do the SC TVs support Superstar channels?


By now, for the purposes of this project, all the objects' scripts aim to match how they manifest themselves on the beta (or final base game in the worst case scenario). No Superstar channels! But it's something we might consider. =)


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#37 Old 7th Sep 2024 at 4:38 PM Last edited by LUCPIX : 13th Oct 2024 at 11:44 PM.
ONE MORE DOWNLOAD:

ImageSourceCommentsAuthorDownload
newfridge.iffxxx LUCPIXlpx_1998_fridgecheap.iff




Screenshots


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#38 Old 7th Sep 2024 at 6:53 PM Last edited by LUCPIX : 13th Oct 2024 at 11:44 PM.
ImageSourceCommentsAuthorDownload
flamingo.iffTile coordinates and absolutely anything else match the original. A household name in many pre-release snapshots — its latest documented appearance sports a cast shadow, unlike its 1998 iteration. It's as ugly as you remember it. Buy it. LUCPIXlpx_1998_flamingo.iff





Screenshots
Attached Images
 


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Test Subject
#39 Old 7th Sep 2024 at 11:38 PM
Quote: Originally posted by LUCPIX
@purplewowies;

It's truly so nice to hear/read Edith language spoken by anyone else other than myself!

Yeah the sprite pack is not comprehensive yet ("give me those gross yellow puddle sprites!!"), but it definitely does not mean that the missing sprites are something to be ignored! I think I was so excited at the thought of making them into objects that I spent my time extracting what I considered to be the "essentials", saving what's missing for the future. I honestly did not know people would embrace the project that enthusiastically in such a short period of time.

The plan of creating base game-friendly coffee tables is nice and generous. The init-esque "allowed height" flags associated with coffee tables ("low table") IS a thing in the base game in spite of the vanilla version being obviously a coffee table-free one. Funnily, only bills.iff minimally references it on its init script, which in practice means that that was the only pre-Hot Date object you could drop on coffee tables. Talk about potential waste!

Here's me going dork-ish over it:



Ha, I think Edith's layout just gives me an easier time examining two objects side by side. Especially when I can't open some of those objects in tools I might use for the final game like Iff Pencil. 🤔 (Granted, I'm not very skilled with Iff Pencil, either. Hmm...)

...I feel like I remembered that height thing when cutting all the stuff out of the table and had some idea I was going to try to see if I could downgrade the logic in the Maxis version of the table to let Sims use it (and then I could share a "Steering match" and a "Sims know how to use it but it's base game" version together)... but the closest I can get (or that I'm willing to get today) is getting a Sim to carry the bills to the table and then have no idea how to put them down and just get stuck in a loop forever. (Which is not a problem exclusive to my table; I managed to remember I had a "base game compatible" coffee table (different visual design, from SSOW) and went to reference how it works only to discover it has an identical problem.) I could probably look into this and figure it out with just a little more work... but I'm just a little tired. Probably need a nap.

So... here's the "Steering match" version at least, which does allow you, the player, to manually place bills on it, and Sims can grab the bills off the table to pay for them. They just can't place them there themselves (and as far as I know they will not try with this version; I was testing the autonomous placing behavior by Sims themselves on a completely fresh clone).



(Sorry the image doesn't feature bills on the table. XD)
Screenshots
Lab Assistant
Original Poster
#40 Old 8th Sep 2024 at 6:28 PM
Quote: Originally posted by purplewowies
Ha, I think Edith's layout just gives me an easier time examining two objects side by side. Especially when I can't open some of those objects in tools I might use for the final game like Iff Pencil. 🤔 (Granted, I'm not very skilled with Iff Pencil, either. Hmm...)

...I feel like I remembered that height thing when cutting all the stuff out of the table and had some idea I was going to try to see if I could downgrade the logic in the Maxis version of the table to let Sims use it (and then I could share a "Steering match" and a "Sims know how to use it but it's base game" version together)... but the closest I can get (or that I'm willing to get today) is getting a Sim to carry the bills to the table and then have no idea how to put them down and just get stuck in a loop forever. (Which is not a problem exclusive to my table; I managed to remember I had a "base game compatible" coffee table (different visual design, from SSOW) and went to reference how it works only to discover it has an identical problem.) I could probably look into this and figure it out with just a little more work... but I'm just a little tired. Probably need a nap.

So... here's the "Steering match" version at least, which does allow you, the player, to manually place bills on it, and Sims can grab the bills off the table to pay for them. They just can't place them there themselves (and as far as I know they will not try with this version; I was testing the autonomous placing behavior by Sims themselves on a completely fresh clone).



(Sorry the image doesn't feature bills on the table. XD)


It's a perfect replica of its 1998 script and does its job. Make sure to use TMOG's Edit Object window to duplicate its prototype name & description to all game languages at once, ok?

And what is that Scenario Info overlay graphic doing over there?

Throughout the years I've made vanilla-friendly clones of this particular object — between you and me: even "superior" to the Maxis ones since child Sims find themselves in a missing animation loop hell whenever they attempt to be good boys and girls to their parents bringing SimCity Times home. Something about its animation filename (something something "magazine") might suggest Maxoids erroneously believed the only possible situation the object would be advertised would be those ones (adult) Sims arrive home from Downtown and automatically drop their newly-bought interest-modulating zines. The little ones slipping through the cracks as per usual!

Unfortunately I'm so rubbish at managing my own files I always lose them and ought to clone from scratch.

And, aah! I'm honestly running out of time — I'm in an overly dramatic moment on my academic journey lol — but I'm testing bringing the proto characters to our games as well!

Obviously Ross and Gail Yail are the easiest first guinea pigs. As far as I am concerned, Gail Yail is the only "unlisted" character in the prototype whose resources can be found and restored *somewhat* faithfully. Yail is above all a proto-Mercedes?, because both she and Mercedes share the same skin meshes — which makes everything much easier for us, as "mercedes" technically still exists in the final, as "Betty Newbie" . For accuracy, I here use a "mercedes" head that is slightly earlier than those located in our retail releases — its mesh is virtually unnoticeably discrepant —, as it matches Yail's head texture better.

V cute!




👇Conceptual artworks by Charles London👇

Screenshots


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#41 Old 8th Sep 2024 at 7:41 PM
fountain2 has been updated:



* It's now 15 pixels taller, as it makes more sense overall, like it's being supported by an invisible base. You can also see the cast shadow better;
* Now the Sims splash the water other than "pretending" they do. They also finish the iteration smoothly returning to their idle state using a reversed version of their bending down animation other than getting up in the most unnatural way possible.



The twinkling water sprites no longer clip through the base sprite as they did a little on the previous iteration;


The catalog thumbnail renders a draw group that shows water.
Screenshots


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Test Subject
#42 Old 8th Sep 2024 at 7:52 PM
Quote: Originally posted by LUCPIX
It's a perfect replica of its 1998 script and does its job. Make sure to use TMOG's Edit Object window to duplicate its prototype name & description to all game languages at once, ok?


Oh darn it, I KNEW I was forgetting something!! Guess I really DID need that nap! (I would have copied the text to all languages with Iff Pencil rather than Tmog since I opted to change the text only after doing the other stuff, but same difference. I've updated the file in the previous post with one that has the languages properly filled with the prototype info!)

Quote: Originally posted by LUCPIX
And what is that Scenario Info overlay graphic doing over there?


Ha, that's the sprite I'm currently using for the Level 1 object I keep procrastinating doing any work on. XD I thought about cropping all the way out but then went "if I leave a sliver people will either not notice or it will add an air of mystery."
Field Researcher
#43 Old 9th Sep 2024 at 2:09 AM
Quote: Originally posted by purplewowies
...but the closest I can get (or that I'm willing to get today) is getting a Sim to carry the bills to the table and then have no idea how to put them down and just get stuck in a loop forever. (Which is not a problem exclusive to my table; I managed to remember I had a "base game compatible" coffee table (different visual design, from SSOW) and went to reference how it works only to discover it has an identical problem.)


If your BHAV script references a different item slot number than the one the object has, then you run into this problem, where the action is executed, but the sim can't place the item into the slot. If the BHAV/Simantics script gives them no alternative option/behaviour, then they'll get stuck in a loop trying to put the object down unsuccessfully. I've run into this with the kid sims, and had to fix it by copying and pasting the correct BHAV script, with the correct slot number.
Test Subject
#44 Old 9th Sep 2024 at 3:15 AM
I'd figured it had to do with slots (mostly because I vaguely know what slots are for even though I've never actually worked with them) but my brain was wanting to turn off enough that I didn't want to learn how to fix it yesterday. 🤔 (I think doubly so because some part of me was worried I'd be sniffing up the wrong tree at some point since it's the Maxis code (with the Hot Date check removed but otherwise unmodified) that presented with the issue, and my own successful object experience is *checks hand* recoloring one table.)

Might give it a shot again. Probably not today but I'm not... IDK... scared? to try it again. XD
Field Researcher
#45 Old 9th Sep 2024 at 2:21 PM Last edited by kenoi : 9th Sep 2024 at 2:33 PM.
Make backups/copies of your progress in stages, and then you have no reason to be scared to experiment -- because you can always revert back to an earlier stage if things don't work out.

Here's more info about slots (for The Sims 2, but it works similarly in The Sims 1):

https://modthesims.info/showthread.php?t=146440
Lab Assistant
Original Poster
#46 Old 10th Sep 2024 at 7:14 PM Last edited by LUCPIX : 13th Oct 2024 at 11:45 PM.
I am temporarily away from my classes as I'm struggling with fever and body aches. Oh dear, shall we responsibly spend our resting time on Sims :

NEW "Is it okay to rest sometimes?" DOWNLOADS


ImageSourceCommentsAuthorDownload
duck.iffThis object here ends the holy trinity of Steering Committee objects that are unlisted from Buy Mode (the other ones being the column and fountain), kind of hinting at how old it is. We don't have a Maxis name & description to it, so I filled the text area with something deliberately reminiscent of "duck.iff": the object it is a dupe of. Not to say the chair is handcrafted out of duck parts =) , instead it just borrows an oddity present in the original duck file's draw group resources where you can find dedicated rooms for 8 different rotations instead of typical 4, enabling "diagonal" positioning. You can tell it by viewing some of the chair graphics on the sprite pack, with their placeholder-esque arrows pointing at tile corners that the player is normally unable to turn the objects in the game to. It suggests that Maxoids in fact considered rendering diagonally all the objects in the game at some point, but maybe it would be too much of an effort. LUCPIXlpx_1998_duck3.iff
sofa1.iffOne-third of sofa1.iff, sold in "Furniture Mode" as a lounge chair. We can work on the actual sofa later. The fact that most graphics are slightly off-centered is ironically true to the original object's coordinates, believe me! Maxis just had a weird way of handling some sprites — which will get quite obvious when we get to the expensive stove obj. LUCPIXlpx_1998_sofachair2.iff




Screenshots


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Test Subject
#47 Old 10th Sep 2024 at 8:30 PM
I got him to put down the bills! (The code for the put down behavior on the coffee tables is functionally identical to (but messier than) base game dining tables in all places but about two and one of them was down a route I thought the object wasn't taking (the "false" tree after animating which IS one of the places it can get into an infinite loop because the first step of that tree checks if a certain variable/parameter equals a number and then goes back to the animation if it doesn't). I changed the check from 201 (what the HD coffee table says) to 0 (what a base game dining table says) and he put the bills down just fine! (Or, well, I had it on x3 speed so if anything weird happened (other than the animation the table usually uses being missing, which I expected) it was fast.)

...Looking at it today I don't KNOW why I didn't consider that tree the problem when I looked into it yesterday or so considering it is the only area of the BHAV where he actually puts things down and it has an obvious difference from a working object.



(Now all I need to do is reference an animation that actually exists...)
Screenshots
Lab Assistant
Original Poster
#48 Old 10th Sep 2024 at 8:41 PM
It's safe to say the animation we're looking for is a2o-reach-seatht////c2o-reach-seatht.

It's been there since the vanilla, but no object ever references it, so it has to be the original coffee table anims.



PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#49 Old 11th Sep 2024 at 2:26 AM Last edited by LUCPIX : 13th Oct 2024 at 11:46 PM.
Download these sofas and watch your Sims watching the debate comfortably. Sims care about politics.... hope you do too!

NEW DOWNLOADS


ImageSourceCommentsAuthorDownload
sofa1.iffxxx LUCPIXlpx_1998_sofa3.iff
sofa1.iffxxx LUCPIXlpx_1998_sofacheap.iff
SofaMod.iffxxx LUCPIXlpx_1998_sofamod.iff













PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Test Subject
#50 Old 12th Sep 2024 at 1:35 AM Last edited by purplewowies : 12th Sep 2024 at 1:52 AM.
...So, I've made a breakthrough on the Level 1 iff but don't completely understand why. XD (I examined the final game's tutorial, noticed something about how it's assigning the stack object, implemented it in MY object, went from the stack object not being a person (usually being a tree on the lot) to the stack object being a person but getting lost (and/or set to 0 but not by any of my code that I remember or know of) halfway through a BHAV to adding extra "assign the stack object" lines (but not to the whole BHAV that was encountering the issue) and then getting the entire "is Ross happy?" function to just... work?)

I don't quite know why what I did worked (or at least why it worked for the entire BHAV when I only had it re-make him the stack object for the next two checks--I suspect something else is going on that I should make look around and try to find). But! I've never gotten it to show me this dialog before! Yay!



More investigation is needed (in part because the only thing I'm sure ran correctly is the one BHAV because Ross was so happy already, in part because the object still needs a lot of work anyway, and in part because even when it's done I want to test it in actual practice rather than on an empty lot with a test Sim XD). (EDIT: Well. Ross WAS happy. I forgot I had the game running while I wrote and posted this and then ate dinner... I came back and he was but a tombstone! )

But have the basegame compatible (functional this time) coffee table as a celebration, lol http://www.simfileshare.net/download/4946942/ (It's only tangentially related to the beta-match objects topic because it's just a downgrade of the Hot Date table (I haven't changed the price or catalog entry). I am going to pretend this is on purpose for differentiation purposes from the "behavior match" version and not because I had a weird problem in the middle of doing it (Edith/basegame throwing C++ errors when loading objects, object loaded and worked fine if I ignored them all) and just decided after reverting to the file with the old strings that it was fine just being a basegame conversion instead of doing it again. XP XD)

...But the main point of this post was to be very excited about managing to get something in Level 1 to work.
Screenshots
Page 2 of 5
Back to top