GoHere Testing Psst J4Ks

Tell me what you went and broke with the latest and greatest.
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Chain_Reaction
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Psst J4Ks

Post by Chain_Reaction » January 18th, 2015, 12:19 pm

My favorite thread title. :)

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There is a new version of GoHere. When you have a moment give it a run.

Contains door locks that work with the filters. Click a door and Lock... to find the filter options. Will bring up a dialog rather than a menu like Tagger because the menu was being difficult and was put in the corner on timeout. Supports multiple filters being enabled at once... although I just realized I forgot a way to toggle the match all filters option.

Has second option, filter type, which allows you to set Allow or Deny. Default is Deny which means it will deny any Sim that matches the enabled filter. Allow will only allow Sims that match the enabled filters. Any service Sims who are assigned to the lot or role Sims who have a role object on the lot will ignore the filters to prevent lag when they keep trying to ram themselves through the doors.

Not recommended that you use Sim specific filters such as relation and lifetime relationship as Sims will be randomly allowed/denied into doors depending on which Sim is selected at the time. That could be fun...

Works on doors and gates... and unlike the EA system, arches too. Will enable the EA system on arches as well. Note enabling an EA option will wipe out any filter settings you have set for the door so the filters don't interfere with the results.

More features: Has an option to set open and close times for doors. This works in addition to the filters. At the moment active Sims get a pass to ignore this feature but I may change that. In an effort to prevent the game from exploding into routing lag, Inactives will also ignore it on lots where the following is true: They have an active career job on the lot (SP pushes), or their rabbit hole is on the lot (they work there).

Additional tech: Active Sims will route to a door they aren't allowed in then queue drop if you initiated the interaction. They don't play the route fail dance cause that's annoying. Inactives should never be pushed to doors they can't access but in the event a script mod does, they will behave as above.

The system is hooked deep in the autonomy system so that Sims will never try to autonomously interact with an object that is in a room they cannot access. This required adding a listener to each room in the world which may add additional lag so try it out and let me know. The results the listener feeds back is cached but the unfortunate thing is EA clears the cache when a Sim changes rooms. No doubt that is one of the million low performance causing issues plaguing the game but there's no way for me to fix it without a core mod. The good news is the filter cache is in my control so although it will be recalculating the rooms they are allowed in a lot, it won't be poking MasterController for filter info each second.

I think that's all for now... :)

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Post by Chain_Reaction » January 18th, 2015, 12:22 pm

Oh, yes, I also modified the EA option "specify sims for this door" to list all Sims currently in the world and not those of the active household. And it should hopefully not be listing deer and horses now cause technically they shouldn't be going through the bathroom door...

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Post by J4Ks » January 18th, 2015, 12:37 pm

Sweet read, thanks. So basically the return of Mo Door in a suitable NRaas-jacket :-)

Do I need to be aware of any scripting conflicts such as Nona_LockCommunityDoor?

I'll be testing it during the course of the week tomorrow. Today is one of these days my "fun" bar is in its absolute minimum and trying to replenish it with relaxing things.

Birthday yesterday of a brother in-law and went pretty late, then my niece and her husband + kids, stayed over at my house, the little one was very glued too me (acking all over). Glad they went home just 10 min ago.

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Post by Chain_Reaction » January 18th, 2015, 1:09 pm

You could say that, yes, without the bewildering interface and the need to replace doors. :)

And yes, it will conflict with that mod. And ani's apartment mod will probably behave funny too.

No worries on testing, take your time. I just find it best to put large projects out on a smaller scale to find any glaring issues before they are released to the masses. I'm not in a hurry. And although the file always says J4Ks it's always open to anyone who can find it. :)

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Post by J4Ks » January 18th, 2015, 1:20 pm

No worries mate, just 1 of these days. I am happy to test it on a later day (tomorrow) and, if anyone else want to have a go at it, the more the merrier ;-)

I was already planning to do it with just NRaas only and then see how it responds to the other mods in my setup.

Though thanks for the warning to pull Nona's mod out. Don't have Ani's Apartment mod yet so that's also good to know. But considering what this does, you wouldn't need those mods anyways, when setup the right way.

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Post by igazor » January 19th, 2015, 12:00 am

Was going to impersonate J4Ks here, but that didn't work when I was filling in for Alice so it probably would fail here as well. But I did manage to notice and find your pre-not ready for testing yet-file for GoHere. Was not prepared for any full range testing, but just tossed it, MC 133, and Tagger 3a into my game for grins and giggles.

Got a barrage of script errors, uploaded. Am I missing a key ingredient here? Or do you see something that is getting in the way? Current world is Uni, just where I happened to be playing, in case that makes any difference.

The two menu available commands I see when clicking on a door under Lock > NRaas.GoHere.DoorLock.Filter do not have meaningful names. On NRaas.GoHere.EnableDisableFilters:MenuName, I was expected to be presented with a long list of available filters to use for the door. Instead, I only got a short list of three of my custom castes and nothing else. Not what I should be seeing?

The defaults for the timed door lock function are -1 to -1, which is a bit counter-intuitive. Can they be 0 to 0 or will that make something odd happen at midnight?

And sorry if I horned in here and really am missing something else that should be obvious. Just got a bit excited when I saw this thread in RCs. :)

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Post by Chain_Reaction » January 19th, 2015, 4:12 am

*runs away screaming*

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Post by Chain_Reaction » January 19th, 2015, 4:29 am

Bathroom break, I'm back. You have a Sim in that town that has a degree that is missing it's XML data and it's spectacularly breaking a lot of things. Unfortunately the log doesn't say which one it is which isn't going to make it easy to fix. Do you have any with custom degrees perhaps? And if you try to filter Sims on academic degrees with MC does it also break?

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Post by Chain_Reaction » January 19th, 2015, 5:22 am

By the way, you can likely salvage the filter system by deleting the filter that is filtering on the Has Degree or Degreeless SimTypes as that's the one breaking it.

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Post by igazor » January 19th, 2015, 5:48 am

(trying to not be offended) Well, at least now we know how to tell when the bathroom is going to be in use in your house. But perhaps something a bit more subtle could work as well?

Of course I wasn't aware that I had a sim with a broken degree, and nope, no custom ones in play. But I shouldn't be surprised, with the abuse my Uni World has taken over the years. The MC filter on academic degrees worked fine with MC 132 and continues to do so with 133; I've been all over those for other purposes since the beginning of the semester. But would be much more concerned if this happened in a homeworld that I cared about.

I didn't mean three custom castes appear on the doors, I meant three custom filters (duh). And I know how to delete those, but they don't have anything to do with degrees either. How does one delete a filter built into MC? I didn't even know that was possible. Or did you mean there was a way to delete the filter from the vantage point of Tagger or GoHere?

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