[ARCHIVE] Road to Live Release

Discussion in 'Development News' started by RHY3756547, Aug 7, 2015.

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  1. AquilaSim

    AquilaSim Administrator Staff Member Moderator

    True... I was tired to be kissed by a polar bear(@Blayer98). o_O
    Cyber Toon, yoyo, Marvin732 and 2 others like this.
  2. nicefunfungirl

    nicefunfungirl Active Member

    ALSO YAY! RELATIONSHIPS! Once nessie gets back.... (*Instant Max Friendship bar!*)
  3. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    upload_2016-2-1_21-11-20.png
    TSO as it was meant to be, 200 people in the same room learning different skills, completely ignoring the skill speed mechanics. :p
  4. Fraczek20

    Fraczek20 Member

    Me too.
  5. Andy

    Andy New Member

    Is it me or something has broken with lighting? Even though I have put lamps in the building, they do not shine, only my character is light, the rest is dark...
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It randomly occurs for no apparent reason. Have been working on it for a while...
  7. Phade

    Phade New Member

    Omg that was aggrivating back in the day. People trying to skill other things, keeping the skill % low when the room is clearly built for a certain skill! BUT, it looks awesome! Can't wait to jump in and l skill again.
    Marvin732 likes this.
  8. Marvin732

    Marvin732 Active Member

    Thia picture wants me to play TSO, it looks much fun to be honest, I love this game and if ea would found out, save the data somewhere where no ones knows if u have a full backup from files, (game installer, source code, database etc)
    I don't want it closed :/
  9. AquilaSim

    AquilaSim Administrator Staff Member Moderator

    Sadly, it exist no one leaks of source code of The Sims(offline or online) anywhere... that why only open new servers for the original game is completely impossible for us.
  10. lordrayken

    lordrayken Member

    EA isn't going to care. The stuff that happened in the past was probably made up.
  11. Andy

    Andy New Member

    I guess Marvin732 has been talking about FreeSO source code. But FreeSO is like Wine. It is recreating engine from scratch and thus EA can do nothing about it. The worse part is using their assets... but I hope they will never have anything against it.
  12. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    We aren't using their assets, the users of the software are providing their own copies. They couldn't possibly have anything against it.
  13. TheMarshmallowBear

    TheMarshmallowBear Active Member

    Unless they officially take the TSO client offline (since it's still available).
  14. Simhrique0990

    Simhrique0990 Active Member

    Wow, so missing 7 steps on the road to live release .. Cool! :D
    Marvin732 likes this.
  15. Christopher

    Christopher Member

    That's a good point -- has someone saved this setup client from the largedownloads.ea.com link? Would be such a shame if, for some, reason that went away...
  16. Marvin732

    Marvin732 Active Member

    I have the downloader and the game installer ^^ the Game installer even on ISO saved and ready to burn on a disc
  17. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I looked into some plugin uses, and deduced a few things:
    • Plugins can only modify SimAntics a single short at a time, through "events" passed to it.
    • Plugins can store information on the object, but this is not accessed by the client (only the ui, eg. signs)
    • Objects that use plugins tend to use object attributes (EVEN DOOR PASSCODES! when this works, please don't think it's secure!) to store the data passed back to it in events from the plugin, so the above is not used often.
    • Plugins can start both a server for one sim to use, and one that call sims can access using the same target object.
    • Plugins can access object information to inform server decisions.
    So here's what I'm thinking about the implementation.
    • Plugins are started, and then run completely asynchronously as small server-client apps alongside the simulation with no need for synchronisation.
    • Clients can therefore connect to the plugin and interface with it using the UI entirely. We can set up a simple message passing system for plugins to use for UI events, such as confirming the text for a sign.
    • Plugins are by design very simple, which should counteract the fact that we have to implement them all manually. Assuming we have a powerful backend, there should be no problems.
    • When needed, the plugin server will send simple events through to SimAntics (Event ID, short value). This is the extent of its game interaction.
    • Running plugins DO NOT need to be serialized, only the fact that the object is waiting for a response from a specific plugin. This means that right now we can lay the groundwork for this right now and reasonably finish the VM save structure without implementing this right now. It also greatly simplifies things!
    I'm going to leave implementing these to when I move the simulator netcode to Electron (the new protocol), so that's after budget and permissions. It doesn't look anywhere near as hard as I was expecting, though!

    Here's a list of all plugins:
    upload_2016-2-2_15-10-35.png
    We'll be starting with SignsPlugin, PermissionDoorPlugin and ScoreboardPlugin for simplicity. (obviously not right now!)
  18. TheMarshmallowBear

    TheMarshmallowBear Active Member

    Could I suggest also adding DancePlatformPlugin? Given the idea is simple and also relies on a sim changing animations etc.
  19. zc456

    zc456 Well-Known Member

    This is awesome! I hope lot permissions is next. That's soo desperately needed.
  20. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Just quickly fixed Add/Change the Action String. Fixes a ton of objects.
    [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG][​IMG]
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