Compile and release binaries on every commit#18
Conversation
|
Hey my brother francot514 has said this looks good but will be better if you clean it up into one commit only |
|
Yeah, to be fair, figuring out the proper-ish build process did take some trial and error 😅 Also I noticed there's a few files missing that are present in the official build, like tuning.dat, which I'm not sure where it comes from either because it's not in the game files, repo or compiled #2 (comment) Anyhow, if I guess I'll mark it as ready to review so it can be merged. |
|
Which version of monogame you linked against in SimsVille, seems it cant find the proper version to run and yes some files missing like Content/deluxe.xml and the tunning.dat comes from TSO there is issue loading it |
Do I still need it if I just want to play TS1 offline?
I kept this version FreeSims/sims.debug/packages.config Line 3 in 32cb35a |
|
Yes it should read from FS, will tell franco to fix that issue, but its needed to handle some game local variables |
|
The soft openal and Monogame used by default is windows, so need that folder of files in the solution (instead of windowsgl) plus some missing files like deluxe.xml and config.ini |
|
By the way, does FS even use OpenAL Soft? |
|
Simitone is a different project, so has different requeriments, but what you need to do is put entire Monogame folder into the new compiled versions |
|
Ok, so I extracted FreeSims.zip then replaced the Monogame folder with the one from SimsVille.rar and first I got this: so I moved soft_oal.dll into the windows folder and it seemed to fix that error but then I'm back at the original error I've been getting. |
|
Download this https://www.mediafire.com/file/x1ez0sv4wm67ijm/UserData.zip/file and put into your The Sims folder |
|
Thanks, after adding that, the official FS build finally starts. 👌 However, in my build, if I copy deluxe.xml from the official to my build (config.ini is auto-generated), I get this: and if I copy over "Monogame\WindowsGL\MonoGame.Framework.dll" from the official build, I get the soft_oal.dll error above so I just move it like I did earlier and I get the splash screen but it eventually crashes without actually starting the game, with this error: So I copy that too from the official build and it finally starts the game, but I still run into some errors like this in some menus, I think loading the empty lot Anyhow, just reporting my testing process for reference. By the way, any chance the audio could be fully positional (every sound being a 3D emitter)? [game_compat]
reverse-z=true |
|
The build.yml should copy those files from the packages folder. About 3d audio not sure how that works |
|
Youre still copying from WindowsGL and it builds with Windows(Dx) in Monogame folder |
|
Yeah, I noticed it was overwriting the new binaries from NuGet with the old ones so I deleted it from the repo. |
|
That sounds good, now important is to test gameplay features. Check fixes branch is updated to Net 4.8 and Monogame 3.6 |


Automatically builds and uploads Windows artifacts using GitHub actions on every commit push to, e.g.:
https://github.com/ThreeDeeJay/FreeSims/actions/runs/23603476209
https://github.com/ThreeDeeJay/FreeSims/releases/tag/latest-master
https://github.com/ThreeDeeJay/FreeSims/releases/download/latest-master/FreeSims.zip
https://github.com/ThreeDeeJay/FreeSims/releases/tag/archive-master
https://github.com/ThreeDeeJay/FreeSims/releases/download/archive-master/FreeSims_r258@d5dba16.zip
Also, upgraded .NET Framework to 4.7.2 since 4.5 doesn't seem to be available anymore.
And added some missing NuGet packages.
This probably needs more testing though, because I'm still not able to run it and get the same error as the one I get in the official build:
But hopefully this PR should make it easier to push and test updates.