I may post the Source Code when it's finished, who knows, maybe someone will grab the code and make a The Sims 2 for PS2 Remade For PC Online!(AKA TS2FPS2RFPCO)
I might plan on an alternate UI like the PS2 one for TS2O, but since it'll be online only it would be nice to see someone do that.
I've been looking for pics to make the PS2 Sims 2 UI, but they were very bad quality. I'll download PCSX2 and take some screenshots EDIT: How are you gonna make a TS2O? Sounds really hard....
The file systems and compression methods are actually reused from TSO and modified slightly to be able to support higher sizes of files and more files. I've already nearly completed DBPF reading (just a few bugs to squish out and decompression algorithms to implement) and the UI system looks simple upon first glance. I'm working on loading a dialog as a test from both a UI file and its image file. It might take until the end of the year but once that is done other UI features should work flawlessly too. After that I'm going to spend a long time on the SimAntics engine - which I will probably build myself, or borrow from Project Dollhouse - and Sim/object rendering, with their respective subcategories (CAS, SAS, etc). All in all the project will be finished in about 2020
Anyone interested- don't expect anything from LRB's project . He is not experienced enough to make this happen realistically and probably won't be for a few years. I would suggest extracting the files from the TS2 sims game and writing a SimAntics environment to run the objects in, but it would probably run very slow written in the GM scripting language (scripting language in a scripting language..) and I'm not sure the archive format in the sims console games has been decyphered.
Lol i know, i think nobody got to extract models, textures, etc. from TS2.... The objects system i was making was like SimAntics(Interactions are separate objects, etc.) but in GML with Go To Primitives, etc. I gotta learn C!! EDIT: I don't think SimAntics would run slow in GML, but yeah, a scripting language in a scripting language is kinda a waste
You should probably just implement some sort of standard interface for objects to use alongside being able to script the logic directly in GML. I'm not sure how GML works, but you could pass some sort of "game state" object where objects can find and access other objects via various selectors (Object ID, select nearby), run global commands and modify/read other objects state, through some sort of standard interface.
!? And that was for what exactly? Where is the evidence that I don't have the knowledge? There was no need for such a personal attack, and it will get at least somewhere.
I don't want anyone to get the wrong idea and get disappointed when/if you don't deliver. Not everyone understands that you're just a kid with high ambitions.
For anybody wondering, i'm still working on this, i'm just looking for a way to extract the game models and textures....Maybe 3D Ripper?
That's a little illegal... For the orignal TS2, you can use SimPE to extract these, or write your own format readers. For the Console version, I'm not sure.
>Meme arrows Please, feel free to port the libraries found in FreeSO and TS2O (specifically the DBPF.cs and Package.cs ones) to GameMaker's language.
Yeah, i know... This isn't really a serious project, it's kind of experimental..... I had the idea to use my own models...
The only problem with using my own models is that it may lose some of the TS2 feeling.......And i'm not very good at Human 3D modelling But this little project may help me to make bigger things in the future
dae le 8chen meme arrows?? On a more serious note, we don't have any format readers for the TS2 model format lying around. I hear that it's quite simple though.