#28
17th Dec 2020 at 9:07 AM
Last edited by thesims1depot : 17th Dec 2020 at
10:12 AM.
@simsample:
I'm back and...OMG...you'll never believe what happened!
Know how I've been going through every tried-and-true method of cleaning up the world, only to have the glitch return? Well, I think I found the last piece of the puzzle.
When we last spoke, I went back to the world, started rearranging lots and taking some others out. Then I deleted all the builds to add lots from the save bin back into the world a batch at a time to monitor progress. By the time I added in a second batch of lots, the sound began glitching again. I didn't have more than a handful (maybe about 30) when the sound started going out, and I was nowhere near the Downtown area, which had that highly packed area of LN shells we had discussed earlier. I was just in the beach area, where sub-hoods are spaced out.
So then I said, "What happens if I open this world in SuperCAW?" The reason why I wondered about it is that clearly something had gone wrong with this world but CAW kept smiling at me the entire time, cheerfully telling me my world was successfully saved. Maybe SuperCAW would yield me some clues.
So, I opened the world in SuperCAW, and for the first time I got the error message "Attempted to read or write protected memory." I never had that issue before with this world, researched the message and learned that this usually happens in CAW when there's some kind of incompatibility issue between the game and CAW if you installed Origin vs disc. This was when I remembered that in the last weeks of building, CAW had kept crashing repeatedly when I typed a search in metadata. It got to a point where I had to uninstall and reinstall CAW. Then at some point, I had to reinstall my game completely from digital via Origin when I reinstalled my OS, as opposed to by disk.
So then I began wondering if something hadn't gone buggy when I reinstalled CAW and TS3. This is when I suddenly started remembering odd changes to Pottersville that had started popping up in the last few phases of completion. When you have IP installed and open up the world, the first thing that generally happens is that your sims have the wish to go play in the ocean. That's what happened with the world, too, initially. But after a few saves, this would happen--every time I opened a household that had fountain water and fountain jet, the sims would initiate the "Observe New Object" action, look at the fountain, cheer and regard it as a pool object, like I had just placed a new pool there. Weeks ago, I had deleted pools from every lot for this very reason to no avail. This time around, I wondered if the problem weren't the fountains. Like, why would sims regard a fountain as a pool object?
I had tons of fountains in this world, especially in the Downtown area, so I started deleting them. Some of the fountains were able to be deleted in one shot with the hammer, but others were not. I had to first delete the fountain jets, then the fountain itself. This suggested that maybe they were glitched like the mailboxes on those two lots from before. After I did this, I experimented with a few lots at a time because I didn't want to go through the trouble of removing fountains from dozens of lots, only to play test and be back to Square One.
So, are you ready to find out what happened when I started play testing this world with a fraction of the fountains removed?
The sounds came back again.
BUT...I'd been through this b.s. before, remember? Where I'd fixed up the terrain paint and things were good for awhile...or the public markers...or lots...and then within a few minutes, the sound would glitch out. For all I knew, this could be another fluke. I could be going, "YIPPEEEEE..." and then a few sim hours later, boom--back to Square One.
Well, that's exactly what happened. The sound came back for a bit, then started glitching, particularly the TV set (again, with the loud booming volume and inability to be paused).
=HOWEVER= for the first time, I was dealing more with normal sound lag than a sound glitch. Meaning: if I switched back and forth between households, the sound would glitch out for a bit, but then reset itself back to normal, as if the game could finally keep up with the sounds enough to cache them properly. The glitching hasn't been completely fixed, mind you, but this was a 75% improvement over before, where the sound was completely out of whack.
I am still in the process of stripping out fountain water, and then next will be actual fountain objects and then pools. The reason why I'm deleting fountain objects is that I noticed that some of them had fallen beneath the first level. I know that you said that this was a mere visual glitch but I do think that they're objects that have suffered the same fate as those glitched garbage cans. They're objects, I think, that are in a sort of limbo where they're half world objects and half lot objects but don't belong to any layer.