Sim Manipulator
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This had better be good... :D

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Post  BoilingOil Sun Jun 05, 2011 9:24 am

I see familiar faces: Hi Sleepy, hello Toni, hey gypsylady, heya Worf/Aaroneous. You guys don't probably need an introduction, as you know who I am Smile So just skip the following, if you want Wink

To everyone else, I say:

Hello everyone, it's great to be here and meet you all. My real name is Ted, but I'll also respond to BoilingOil, BO or Beau.
I was rather late to the simming scene, and have been doing some modding for about 2 years now. Nothing as big as the Sim Manipulator, though.

About the Manipulator: Now that one better be real good, because I was required to register just to get it (and I don't usually like to register for just one object)! Smile But then, knowing the creator, I'm sure it'll be just dandy! cheers

BoilingOil
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Post  Aaroneous Sun Jun 05, 2011 9:22 pm

Greetings BO.

Believe me when I say it took quite a while for me to learn TS2's code, and I am still learning more. Funny thing with the Sim Manipulator was I originally had no plans to release it. It was what I used to learn the BHAVs in the game, Though most of the original script has been re-written.

Hopefully you like the Sim Manipulator, If not there is the Blender or Insim. Which the Sim Manipulator is compatible with the Blender and partially with the Insim.

And if you happen to bump into any bugs or quirks with the Sim Manipulator, I would like to hear about it. There shouldn't be any, But things happen.
Aaroneous
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Post  BoilingOil Mon Jun 06, 2011 9:57 am

Hi Aaroneous,

Of course there is the Blender. I know it well, and use it often. The problem with the Blender is, though, that if I'm on a comm lot, I need to cheat (dormspecifictoolsdisabled false) in order to be able to buy it.
Well, just color me a nit-picker, my friend. I haven't met any real problems yet, just found a lot of stuff that I would suggest a different approach for.

To name a few things:
- get rid of the "*teleport here" option in the destination menu. I hate it.
- every single Manipulator has the menu option "Delete.../(name of this thing)". Why in hell do you need to make a submenu with only one single option? Just remove the ".../" part, so it saves the user a click.
- "cloths" are rags, pieces of fabric. What we wear are "clothes", not "cloths". All your menus spell it wrong Smile
- all the numerical options (skills, relationships, etc) use only the 25%, 50% and 100% options... I'd like to also have the 0% and 75% options, and for relationships also 5%, 10%, 20%, 40%, 70%, 90% and 95% AND the negative versions of all these Wink

But then, those are things that *I* would like. As I said: I'm a nit-picker.

Apart from that, I must say: this Manipulator is quite extensive; it has many, many, *MANY* options. Most other cheat objects are not half as complete, not even the SimBlender. Without the SimManipulator, one would probably require at least half a dozen objects. With the Manipulator, only one would be enough! I can see you've put an enormous amount of time and effort into it. I'm really impressed.
I think my own techniques are a bit more refined in general (yeah, sorry about the chauvinism), but I'm sure I could not have done this... There's too many options, and I would get lost if I tried to make something like this. I would certainly lose focus!

BoilingOil
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Post  Aaroneous Mon Jun 06, 2011 10:55 pm

BoilingOil wrote:
To name a few things:
- get rid of the "*teleport here" option in the destination menu. I hate it.
The odds are it will never be completely removed, But I do have plans to add an option to hide the Sim Manipulator's destination menu. It will work similar to how the "turn sim menu off/on" interaction works.

BoilingOil wrote:
- every single Manipulator has the menu option "Delete.../(name of this thing)". Why in hell do you need to make a submenu with only one single option? Just remove the ".../" part, so it saves the user a click.
Now that I think about it that is a better idea, Don't know why I didn't do that originally.

BoilingOil wrote:
- "cloths" are rags, pieces of fabric. What we wear are "clothes", not "cloths". All your menus spell it wrong Smile
I thought that as well, Darn spell check kept saying clothes was not a word. I'll just have to ignore it from now on.

BoilingOil wrote:
- all the numerical options (skills, relationships, etc) use only the 25%, 50% and 100% options... I'd like to also have the 0% and 75% options, and for relationships also 5%, 10%, 20%, 40%, 70%, 90% and 95% AND the negative versions of all these Wink
There are plans to expand the numbers for skills, relationships, etc in future updates.

BoilingOil wrote:
Apart from that, I must say: this Manipulator is quite extensive; it has many, many, *MANY* options. Most other cheat objects are not half as complete, not even the SimBlender. Without the SimManipulator, one would probably require at least half a dozen objects. With the Manipulator, only one would be enough! I can see you've put an enormous amount of time and effort into it. I'm really impressed.
I think my own techniques are a bit more refined in general (yeah, sorry about the chauvinism), but I'm sure I could not have done this... There's too many options, and I would get lost if I tried to make something like this. I would certainly lose focus!

Yes there has been a lot if time put into the Sim Manipulator(close to three years now). There definitely were times I just about gave up, Luckily the beta testers convinced me not to give up so easily.

I will be the first to tell you my skills still need some refinement, I am never quite satisfied with my work.

Don't worry about the nit-picking. Unlike some modders I do prefer to have feedback good or bad.
Aaroneous
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Post  Sleepycat Tue Jun 07, 2011 12:16 pm

*waves to BO*

I'm one that loves the option to 'teleport here.' I use it often (in InSIM and will now in the Manipulator). It's handy for moving babies and toddlers or if there is a bit of a sim-traffic-jam and the way gets blocked for a sim that has to go to work or something.
Sleepycat
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Post  BoilingOil Tue Jun 07, 2011 12:52 pm

*huggles friendly kitty*

@Sleepy: Yeah, I'm sure it's a practical option to have. I just think it shouldn't be there, but if I'm the only one, I gladly yield... I don't make the rules Smile

@Aaroneous: Three years, huh? That's incredible endurance you're showing, on top of the quality of your work! I started playing the game around this time three years ago. Took me another year to even think about modding.
Also, I'm glad that you feel that way about feedback. I feel the same way: If the verdict is good, I love my ego being tickled. If it's bad, I may not like it much, but I prefer to not be kept in the dark anyway. Because how the heck is one supposed to improve stuff if one doesn't know what's wrong?

BoilingOil
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