Tagger Testing Psst J4Ks...

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Psst J4Ks...

Post by Chain_Reaction » November 30th, 2014, 9:12 am

If you have a bit of free time (no rush), I'd like you to try to break my newest experiment. I needed a brief break from, ahem, shopping so I decided to be even more ambitious and try something really crazy but extremely powerful if it works out.

The zip has a new version of Tagger and MC in it. Pop them into a test game. Both have new features (Tagger extensively) but there's only one I want you to test as I know the other one's are broken (rough first code draft - hopefully I stopped the script errors).

The desire for an option to filter the tags has been heavily requested. I didn't want the restrictive nature of the old SP option though (we are improving after all, aren't we?) so I thought up something crazy: what if they could be filtered by the extensive filters in MC?

Step 1, make a custom filter (MC -> Settings -> Save Filter), define your criteria (even supports SP castes if you have MC Progression), give it a name.
Step 2, City Hall -> Filter Options (untranslated) -> Your filter name.
Step 3, Yay! (or so we hope).

I tested it a few times and it seems to work.

Limitations (there's always those):
Going crazy with the filters is probably not good. Not only will it overwhelm your MC filter window, you might take the game down or explode your memory usage when the filters update (at 4am).
Speaking of updating, probably the biggest downside is the filters won't pick up any new or changed Sims until 4am. I heavily cached them for the sake of performance (comparing all that data live will make the game unplayable - SP does this with castes too but you'd never notice cause it updates when you pull the Sims caste window. There's no way for me to do that here because pulling them when a filter is called would make the cache moot.). There's presently no option to force the filters to update but I plan on it. I'm not set in stone on this, I may come up with something else but I think it may be a small price to pay for this level of control.

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Post by J4Ks » November 30th, 2014, 9:20 am

I saw the zip hovering on my screen, was afraid to touch it. Now its sitting on my desktop waiting to be unpacked :-)

So, testing it with NRaas Only, will run it with the current stable/testing mods to see compatibility issues (or do you know any that might cough smoke?).

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Post by Chain_Reaction » November 30th, 2014, 9:26 am

It should be fine with all of them. The version of MC should be fine with the other older modules. Tagger is admittedly a bit unstable due to the influx of new raw code so probably messing with just the filter stuff (and seeing if they operate as you'd expect) would be best or you may get script errors spit at you. :D

It's also loaded with debug notifications (but you're use to those from SP 266). :)

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Post by J4Ks » November 30th, 2014, 9:43 am

Okay will do later today, watching soccer atm then diner and then back to simming ;-)

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Post by J4Ks » November 30th, 2014, 7:05 pm

I've made a backup of my current Live game with its original mods setup and made a Test save. Replaced MC and Tagger (stable/testversion tagger V3) and started a game.
Along with the usual load up savedgame messages came a message "OWLF UB Filters", ignored it and continued.

Step 1: Used MC to make filters, upside; its brilliant using those, downside; will need a clarification which Filters can be used and what means what for those wise noses :s

While looking for Step 2 this interaction "City Hall -> Filter Options (Untranslated)", I couldn't find it on a ComboRabbithole CityHall/Military/Police and on a single Rabbithole CityHall, so went into Tagger and found NRaas.Tagger.DefaultFilter:MenuName and picked on filter I saved in MC.

Overview was unchanged, so thought maybe I need to restart, which I did. On load up of the test-save, these scripterrors http://nraas.wikispaces.com/file/detail ... erTest.rar appeared in my userdirectory.

Also along with the regular load up notifications came:
1. OWLF UB Filters
2. mini not null

As I can't rule out that something else other than NRaas might conflict with these changes, I'll be moving to my test area without Custom/Store Content and a clean sheet of only NRaas mods.

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Post by J4Ks » November 30th, 2014, 7:07 pm

Will continue this tomorrow though. Already past 1 am over here.

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Post by Chain_Reaction » November 30th, 2014, 11:16 pm

Sorry the correct path would be on the city hall under NRaas->Tagger then NRaas.Tagger.FilterRoot:MenuName -> Your Filter however given the errors not sure you would have got the results you expected. Ideally all the filters should be usable but I haven't tested them to find out which will cause issues. It looks like you may have found one. What criteria did you define?

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Post by Chain_Reaction » November 30th, 2014, 11:23 pm

FYI the color filters now show up correctly on combo's, university administration building and base camp map tags so you can use the combo to find the same path. Additionally you can now access the mods settings from the normal way as I've added an options interaction to the menu (probably called something like NRaas.Tagger.Options:MenuName = Options right now).

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Post by Chain_Reaction » November 30th, 2014, 11:52 pm

After reviewing the code it looks like the error probably was due to no Sims matching the filter. Is it safe to assume MC returns no Sims when you run that criteria on another function?

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Post by J4Ks » December 1st, 2014, 6:54 am

Sec... I used the criteria; Active Sim/Family, LongTermRelationship; picked GoodFriends, GirlFriend, for just a simple test. Though I see now how filter "Active Sim" could mess up finding my inactive Friends ;-)

So it needs to be matching Filters, that comes back with portaits as if running a status request in MC> Sim> Status> Personal> filter Gender: Male, LTR=Good Friends.

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