That Chain guy has been awfully quiet
- SakiraLove
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- sempreviva
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- Echoweaver
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OMG OMG!
I don't know what Sims 3 attraction, but I marvel at the technical breakthrough!!
I don't know what Sims 3 attraction, but I marvel at the technical breakthrough!!
A study in blockheaded stubbornness: Playing the same legacy since 2009.
Sample a Brave Legacy: http://sims3sample.illation.net http://echoweaver.tumblr.com
Sample a Brave Legacy: http://sims3sample.illation.net http://echoweaver.tumblr.com
- Echoweaver
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- Joined: January 11th, 2012, 6:00 pm
Sigh. That was supposed to say, "I don't know what Sims 2 attraction is..."
This is just not my day. Also, apparently I can only type a 3 after "Sims."
This is just not my day. Also, apparently I can only type a 3 after "Sims."
A study in blockheaded stubbornness: Playing the same legacy since 2009.
Sample a Brave Legacy: http://sims3sample.illation.net http://echoweaver.tumblr.com
Sample a Brave Legacy: http://sims3sample.illation.net http://echoweaver.tumblr.com
- Chain_Reaction
- Site Admin
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Some correct guesses I see. Of course it's no secret I've been working on writing a new attraction system. For almost 2 years now. The above image is actually from September of last year. I haven't elaborated because false promises are no fun. I'm in highly technical waters and the project could be scrapped. As I'm sure you can appreciate from the amount of time I've been at this, it's been incredibly difficult as the core has pushed back at every turn.
I didn't want to just create a slightly improved version of EA's boring system. Trait compatibility is fine but it gets old. I wanted something that mimicked Sims 2 system or beyond. People at the top of their career are not always attractive to everyone. We all have highly varied attraction that makes us unique. Unfortunately the reason most of EA's systems are broad brush is because uniqueness requires a lot of logic code and that increases load on the simulator. Testing 50+ variables on 100+ Sims in a neighborhood every few seconds is incredibly taxing. There's been many times I've had to toss out chunks of code and restart because the core just choked on it too much.
Most of my time over the past couple years has been spent in taking lessons learned from StoryProgression and not reproducing them. I've done a lot of studying of the C# language alone looking at benchmarks of everything down to how to save values to get the most logic in without hogging the processor. I can appreciate we already have a mod that drags people's PC's, I didn't want to create another. It's been important to create an experience that will scale based on options to shut off things that might be more heavy than the basic systems. As well as writing cache systems in to just about every part of the mod.
That said, I'm still working on producing something that is immersive without dragging the game down. Things are finally looking encouraging. I don't have all my managers fully running yet but finally ventured from my small test neighborhood to Riverview and though there was some script error explosions the lag wasn't that bad. I took my Sim to the park and instantly was bewildered where he learned how to tell me how much he liked Don Lothario's <censored>...
As for how it works, I don't have any concrete details yet. At it's most basic level it is a new MasterController module and operates heavily based on the filter system in that mod. I'm sure no one is surprised by that, those have pretty much become my staple. Can't deny they are pretty powerful despite their limitations in the ways they have been used thus far and the same has shown through here. It works based on profiles defined in XML that will apply to Sims if they meet the criteria defined on the profile. The profiles then define criteria to gauge the attraction. Of course the profiles will be completely customizable.
A ton more work to do but I figured an update would be appreciated even if it's not one that includes a download link. More updates to come.
I didn't want to just create a slightly improved version of EA's boring system. Trait compatibility is fine but it gets old. I wanted something that mimicked Sims 2 system or beyond. People at the top of their career are not always attractive to everyone. We all have highly varied attraction that makes us unique. Unfortunately the reason most of EA's systems are broad brush is because uniqueness requires a lot of logic code and that increases load on the simulator. Testing 50+ variables on 100+ Sims in a neighborhood every few seconds is incredibly taxing. There's been many times I've had to toss out chunks of code and restart because the core just choked on it too much.
Most of my time over the past couple years has been spent in taking lessons learned from StoryProgression and not reproducing them. I've done a lot of studying of the C# language alone looking at benchmarks of everything down to how to save values to get the most logic in without hogging the processor. I can appreciate we already have a mod that drags people's PC's, I didn't want to create another. It's been important to create an experience that will scale based on options to shut off things that might be more heavy than the basic systems. As well as writing cache systems in to just about every part of the mod.
That said, I'm still working on producing something that is immersive without dragging the game down. Things are finally looking encouraging. I don't have all my managers fully running yet but finally ventured from my small test neighborhood to Riverview and though there was some script error explosions the lag wasn't that bad. I took my Sim to the park and instantly was bewildered where he learned how to tell me how much he liked Don Lothario's <censored>...
As for how it works, I don't have any concrete details yet. At it's most basic level it is a new MasterController module and operates heavily based on the filter system in that mod. I'm sure no one is surprised by that, those have pretty much become my staple. Can't deny they are pretty powerful despite their limitations in the ways they have been used thus far and the same has shown through here. It works based on profiles defined in XML that will apply to Sims if they meet the criteria defined on the profile. The profiles then define criteria to gauge the attraction. Of course the profiles will be completely customizable.
A ton more work to do but I figured an update would be appreciated even if it's not one that includes a download link. More updates to come.
- SillySimmerGirl
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- igazor
- Organizer
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- Location: Everyone should strive to find their inner platypus.
Now some of us are going to be up all night trying to figure out what the "censored" word(s) that appears after Don Lothario could possibly have been. Should we have a poll? Here are my top guesses, in order of likelihood.
- nose
- etchings
- collection of bunny slippers
- self-confidence and amazingly charming demeanor
- nose
- etchings
- collection of bunny slippers
- self-confidence and amazingly charming demeanor