This was brought up in this thread here pg 74 with this quote:
Hey
@Cyron43, I've been meaning to ask someone who might know, how hard it is to make a mod to have lockable doors in 4? Can you think of a reason why they might be difficult to add to the game?
Which lead to the discussion of the game mechanics by
@SimGuruMax.
I would love to see this discussion go further.
In my layman's terms I believe the discussion was if and how they could designate rooms so our sims would recognize them as different rooms. This would help eliminate eating in the bathroom and doing dishes in the bathroom sink. It could also help to set sims bedrooms for individual sim.
The techy simmers on here can elaborate/correct more (I hope) but as I see it, since in build mode rooms are already recognized or they don't have ceilings then the first step is already there. So how hard would it be to categorize a room like venues are done? Where to make a bathroom you would have to put in certain bathroom items. then our sims would know it is a bathroom.
Would our Techy Simmers like to come and discuss this?
@Seamoan @brainybee @Cyron43 and any other that might like to join in!
I would also love to have
@SimGuruMax input on the possibilities of this!
Comments
Only me
Family/Roommates
Friends
As for Kitchen and bathroom stuff, I'm not sure.
My Mood:
...and now we are in the ideas corner. *sigh*
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Well I thought since it is an idea it would have been move anyway. Sorry
I didn't want to mess up Bon's thread and they close it for being OT!
Guess it was a bad idea!
Don't feel bad. I just knew this would happen. I am still looking for a way to keep it general discussion.
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I could do that if you would like to continue the discussion.
Finish eating and move them over.
Bethelle is strict and would move it when she came on. I couldn't come up with a title that would keep it in GD sadly.
Objects exists and can be grouped together in such a way to identify a certain area and the expected sim behaviors allowed in that area.
If an area has a fridge, a sink and a counter within a certain distance of the sim, then the sim should behave as if they are in a kitchen and do kitchen things. If an area has a bathtub, a toliet and a sink within a certain distance of the sim, then the sim should behave as if they are in a bathroom and do bathroom things. That area would be measured vertically (which explains the lack of terrain tools, the reason we can only build 3 or whatever levels, missing toddlers, same height teens, no mixing foundation levels on the same lot and a host of other height related issues) and horizontally (which explains why everything is at the exact same flat level)
This gets all messed up with players use kitchen counters in a bathroom or a door is placed backwards like in the example from the first thread.
This also makes it quite easy to plop down rooms and move walls all over the place. Space does not exist in the sense that there is a room that holds objects, it mutable based on where the sim is in relation to certain objects. That's the "auras" or "feelings" or whatever that make certain objects affect sims behavior or mood in certain ways.
As far as "locking rooms", I don't know how possible this would be. It all depends on how the game sees walls - ie they are obviously treated as something since sims can't walk through them, but what? Is the "zoning" based on the distance between the roof and the foundation/ground and the objects that are surrounding the sim or is there something more that defines the "zone"? It sounds like the doors have a "knock" "answer" "allow in" type functionality, but according to that quote, they have nothing to do with anything beyond a hard scripted scenario between 2 sims based on the door object itself. These are the things, I don't know.
But in build mode it exists in the sense that it has to be a room to have a ceiling and or roof. So rooms themselves do exist even for a porch or deck. So can't that be elaborated on? Adding a designation such as bathroom with requirements?
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I don't know. I didn't know TS4 had ceilings. I don't play it. I was going directly off what that guru's post and all the missing items from the game .
But to answer your question theoretically, I would think everything is based on the distance between the ceiling/roof and the foundation/ground to figure out the vertical scope of the area. Picture your sim surrounded by one, big, 3-dimensional square. Everything within that square is fair game for a sim's behavior/feelings. The size of that square is defined by how far it reaches vertically and horizontally. In the case of a roofed front porch, the horizontal objects (outdoor deco, plants, trees, flowers, jogging townies, anything else that is outside) indicate that even though there's a roof/ceiling, all the objects indicate outside behaviors, so the sim is going to act like they are outside.
Honestly, I would guess the vertical part of the equation doesn't even matter until we start talking about toddlers, weather or pets, in which case it becomes huge since they will be incorporating new sim heights that will need to interact with everything and weather could definitely cause some problems. I would be very suprised if this game ever has any terrain modification, I expect to see lots of rocks and other things that give the impression of a modified terrain, but nothing like we've had in the past.
I can't remember from the trial, did TS4 require a roof or could you build a wide-open house with no roof? And did they end up including the walls that could be pulled to different heights?
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Routing is a completely different aspect. What I assume from watching Sims behavior in TS3 it's like this: the code looks for the closest interaction target object (i.e. a basin to wash dishes). This is done by calculating a straight line in 3 dimensions and that's why Sims probably walk upstairs if that basin is the closest (not by walk distance but by the shortest straight distance, regardless of walls or floors in the way). The outcome is sometimes awkward but saves a great deal of processor power.
I think you are right that they don't have a visual ceiling. I am more referring to when you make a room it has floor tile on top of it if it isn't recognized it wont have said tiles. I encountered this issue when I was making a house with the pre-made rooms and the hallway made by the rooms wasn't recognized until I went over the walls with the wall tool. You can build with or without a roof and it will still be a room.
I see what you mean as to how it is designed as to sims reaction in said room but with adding a designation like they did with the venues then wouldn't the sims be able to recognize the room they are in? Just as they do a gym?
I could change the title to be more open. What do you suggest?
On it now!
I'm not sure it would have to work the way he says, but they might have to change the way the sims work at the most basic level?
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@brainybee - it was that guru quote you posted. It really put things together for me. I'm so used to sims games that are primarily based on a sims interaction with an object or an other sim, but this time is different. No wonder there are so many unhappy players.
I can see where they were trying to go with it, but it seems like they focused way too much energy on killing the complaints about sims washing dishes in the wrong sink or socializing in the bathroom. It's the "smarter" sim stuff. Not to mention how much quicker it makes the devs jobs , it's much easier to incorporate hard coded careers and behaviors into an almost static environment.
Hang on for now. I am working on it. I will tag everyone when I get it set up.
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LOL Well buggers OK on pause
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