[ARCHIVE] Road to Live Release

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

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  1. TheMarshmallowBear

    TheMarshmallowBear Active Member

    Out of curiosity when do you have your exams?
  2. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    8 scattered between April 25 - May 12.
    TheMarshmallowBear and zc456 like this.
  3. francot514

    francot514 Well-Known Member

    The project used for your studies has now ended?? That means now we can do extra contributions to the game source??
  4. TheMarshmallowBear

    TheMarshmallowBear Active Member

    Best of luck! We believe in you : D
    gotkeyz and pisarz1958 like this.
  5. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    You could comtribute to freeso before, but you can now also contribute to the IDE.
    pisarz1958, Tirea and zc456 like this.
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I just added motive decay in the recent builds. You should notice your motives slowly drop as you stand still. I've slowed the time back down to 1 sim minute every 5 seconds to keep the gameplay accurate. Right now, this means that things like the shower seem to take a lot longer to max your motives than before, and I'm not sure if the numbers are being set right by SimAntics because I have no reference material of anyone taking a shower.

    Either way, most likely wrong decrements are Social and Energy. I've halved the actual decrement rate of social since it seems to be insane without the "social bonus" that you get the more sims there are in the lot. Can anyone verify that social dropped really fast if you were on a skill lot by yourself?

    Motive changes should also show up on UI now. The down arrows will briefly appear for each point lost by motive decay, as you might expect from TS1 and TSO. Will be cleaned up a wee bit in future.

    [​IMG]

    Mood is now also correctly calculated. Sims can now sing in the shower. ;)

    upload_2016-4-13_2-18-27.png
    Dreamer, gotkeyz, AquilaSim and 9 others like this.
  7. Blayer98

    Blayer98 Active Member

    WOO! I missed the singing in the shower lmao
    zc456 and pisarz1958 like this.
  8. simshout

    simshout New Member

    I think the UI should be more reliable to TSO, like the needs bar and the general ui font
    [​IMG]
  9. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    How could I forget the biggest issue with FreeSO?
    upload_2016-4-13_17-6-32.png
    Can't make the font non-bold due to the current font setup.
  10. mallhew

    mallhew Member

    Can you point out the differences?
  11. jonny8159

    jonny8159 New Member

    The fact that you got the needs working is a big step-up, I know people say it isn't important. But it's what set it aside from other MMO games. You have to take care of your Sim whilst chatting to your friends, it was amazing. Thank you.
    JWofles and Blayer98 like this.
  12. TheMarshmallowBear

    TheMarshmallowBear Active Member

    The motives system is the KEY element that kept me playing. I don't even care about Custom Content, ever, it was the fact that the motives were there and it made it something to do other than socialise. I could never get into the other MMOs (2nd Life, etc)

    Regarding the motive decay. I think it was on a category to category basis, you could try asking TSOMania's Matt about it. I've never noticed personally a quicker decay when playing.
    yoyo, JWofles and Blayer98 like this.
  13. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    There is a multiplier per category, which I've currently set to "Skills".
    Blayer98 likes this.
  14. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Budget will be partially implemented in the next build. All objects that involve money should work correctly now, but buy and build mode are still free. You can get more funds at any time by clicking the floor and then choosing "Request Funds"
    [​IMG][​IMG]

    This has been implemented with asynchronous accesses in mind. The primitive sends a transaction request to the city server, and the thread goes into an Async wait state until the transaction has completed. (similar to user dialog response) Here's an example with one second delays for each transaction (overkill, it will never be this bad in a real server):

    [​IMG]
    Note the delay before the animation, where it's checking if it should even bother playing it (test transaction), then the delay after where it actually performs the transaction (it can still fail here).

    Right now, of course, there is no city server, so I'm simulating a small delay in the stub transaction code. Here's what it's doing right now:

    Code:
                var result = PerformTransaction(vm, testOnly, uid1, uid2, amount);
                if (callback != null)
                {
                    var obj1 = vm.GetObjectByPersist(uid1);
                    var obj2 = vm.GetObjectByPersist(uid2);
    
                    new System.Threading.Thread(() =>
                    {
                        System.Threading.Thread.Sleep(500);
                        callback(result,
                            uid1, (obj1 == null) ? 0 : obj1.TSOState.Budget.Value,
                            uid2, (obj2 == null) ? 0 : obj2.TSOState.Budget.Value);
                    }).Start();
                }
    With the way I've set up async pauses, it should be possible to add more for the other async access features: plugins, inventory operations, maybe some global operations.

    Build/Buy need a little work since the VM doesn't actually know anything about the catalog state, and what things should cost.
  15. TheMarshmallowBear

    TheMarshmallowBear Active Member

    *screams like Ned Flanders*

    [​IMG]
  16. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Charvatia is now available for those who wish to host 24/7 servers. The server will save the blueprint of the lot every minute, and when a crash occurs. On crash it will instantly restart the server. From the console, you'll be able to see everything everyone is saying mixed with the property logs. You can chat and use commands from the console as normal, though your input will appear mangled before you hit enter if any messages are recieved while you are typing. You can ignore this.

    https://dl.dropboxusercontent.com/u/12239448/Charvatia.zip

    Extract this zip into your FreeSO folder. When you update FreeSO, Charvatia will use the updated DLLs from FreeSO to keep up to date. Only in very specific circumstances will you need to update charvatia.

    Anyways, the latest build features budget for objects and interactions (no buy/build yet). Here's a more detailed list of changes:

    • Added VMAsyncState to keep track of generic blocking waits for the SimAntics VM.
    • Added IVMGlobalLink interface to use to connect to the global server. (currently stubbed out, more functions will be developed into this)
    • Added chat to Charvatia, auto save, restart on crash.
    • Added TSOState classes for platform specific state.
    • Implement "Transfer Funds" primitive
    • Display budget on UI.
    Have fun!
    Driesje44, Remixful, Tori Sim and 9 others like this.
  17. francot514

    francot514 Well-Known Member

    That is epic progress for private server direction, but seems this will jeopardize againts the City server integrity, or not??
  18. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It just exists. I'm working on the city tie in features using stubs - like the transactions are currently using. These can be easily swapped out for the real thing.
    Tori Sim and Sim like this.
  19. Tori Sim

    Tori Sim Active Member

    RHYS, those instructions for the 24/7 server, may I share that on the FreeSO FB Page? :D
  20. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    If you wish, but now that we've got a few 24/7 servers open you might be better off joining one of them.
    Tori Sim likes this.
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