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    TSO-SE Discussion Thread

    We just got the character visible yesterday. It simply required figuring out how to specify the outfit, gender, and skin color in LoadAvatarByID. We also got chat bubbles working. You can download the packets here: http://niotso.org/files/loadavatarbyid_guy.dat...
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    TSO-SE Discussion Thread

    I went ahead and uploaded the contents of the Marimba CDs: Official Marimba Guide to Castanet and Official Marimba Guide to Bongo. They're 16-bit executables, so they won't run on 64-bit Windows, but they will probably run on Wine on 64-bit Linux. (I haven't tested it yet.)
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    SimAntics Decompiling

    Hey Cytlan, I share your opinion that I'm not that comfortable or efficient using Edith's box-and-arrow layout, and I'd prefer using a text disassembler like we get with Edith's "File -> Export all behaviors" functionality. However, the main problem with Edith's text disassembly is that the...
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    TSO-SE Discussion Thread

    The updater uses the Marimba Castanet protocol. Our server just says "Yep, you are running the latest version" unconditionally (regardless of which version of TSO you have and whether all your files are corrupt) so that the client proceeds to the game. From the server, we literally just send 11...
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    TSO-SE Discussion Thread

    You haven't been using the "sim_speed 25" cheat for Pre-Alpha NoNetwork mode, have you? :p http://forum.afr0games.com/index.php?threads/pre-alpha-hype-thread.246/page-2 In Pre-Alpha, the sim_speed cheat defaults at 21. In Pre-Alpha -NoNetwork mode, before running the sim_speed cheat, I verified...
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    TSO-SE Discussion Thread

    I don't feel like typing up a long post, so, here are our notes: prealpha -> naitrial Member functions: cTSOSimulator::cTSOSimulator: TSOSimulatorClientD_base+0x1cce5 -> TSOSimulatorClientD_base+0x6c9a4 cTSOSimulator::SetSpeed: TSOSimulatorClientD_base+0x1d722 ->...
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    TSO-SE Discussion Thread

    Okay, it turns out that the lot terrain type is specified in the "String ID" field (as we're currently calling it on the wiki) in cTSONetMessageStandard. Here is a screenshot: The terrain types are:0: base 1: grass 2: sand 3: rock 4: snow 5: water 0 and 5 should not appear in normal lots...
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    TSO-SE Discussion Thread

    Earlier, I had placed a breakpoint at the top of the "cTSOMapViewRegulator::HandleApprovedTopicUpdate, City_ReservedLotInfo" function (TSOServiceClientD_base+0x200c2). This function was interesting because it showed that the message ID has to be 0xA97360C5, and some unknown field has to be...
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    TSO-SE Discussion Thread

    If you do a ctrl+F for the constant 0x696D1189 in TSODataServiceClientD.dll, you can see that it's used as arg2 for a lot of function calls where arg1 is always set to the string ID of a field of type UInt32 defined in TSOData_datadefinition.dat. In fact, if you do a ctrl+F for the string ID of...
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    TSO-SE Discussion Thread

    I resumed working on TSO-SE protocol research again about a month ago. Since December 2014, the most important problem we were facing was determining the DataServiceWrapperPDU response format; and just now we have solved it. Note that this post is longer than usual, so if you just want to see...
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    [ARCHIVE] SimAntics & World Development

    But again, just tell me if I'm wrong about anything. :P
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    [ARCHIVE] SimAntics & World Development

    I was referring to placing (old or new) objects down on a new "tile" (or a new surface object). Of course, you pick an object up just by clicking on it. To know what the user is clicking on, of course you just refer to the screen z-buffer to see what object is nearest to the camera at that point.
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    [ARCHIVE] SimAntics & World Development

    At first I thought you meant that when you move the Hand Tool over a tile on the ground, if a surface object exists on that tile, then the game will shift the sprite of the object you're placing away from your true mouse coordinates up onto the surface. If the user is moving an object from one...
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    [ARCHIVE] SimAntics & World Development

    Hey Rhys, great work! If you wrote documentation on the translation between mouse coordinates and world coordinates, I would read it, so I could appreciate what was done in order to get this to work. > All heights now have assigned heights, including the only-used-like-once height "low-table"...
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    Lot purchase dialogs

    For the record I just checked tuning.dat, and, although it provides prices for expanding your lot to a bigger size and for the (weekly? monthly?) tax, it doesn't provide purchase prices. Here is a plain-text dump of tuning.dat that you can read: http://niotso.org/files/tuning.txt
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    Simsville music clips in higher quality

    Well he never put anything related to Simsville on his music page. He probably thought about putting both the excerpts and full songs on his music page (like he does for all of his other songs) but never got around to it. Oh and by the way, here are all of the TSO songs in the mp3_jmm folder...
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    Simsville music clips in higher quality

    No, those were all clips labelled Simsville. The moment that I saw that Indexes was turned on, I downloaded all the files using wget. There were 175 files total. (You can ask me for the complete mp3_jmm file listing over a PM if you want. All 175 links still work, but maybe we should keep this...
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    Pre-Alpha hype thread

    I was helping Afr0 search for any pictures of property purchasing in The Sims Online (here is the thread); I was unsuccessful, but I found a "Pre-Alpha" picture: https://www.flickr.com/photos/simprograms/4283510670/ The UI button placement is slightly different in that picture compared to the...
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    Simsville music clips in higher quality

    These were found on http://jerrymartinmusic.com/ while Options +Indexes was accidentally turned on. http://jerrymartinmusic.com/mp3_jmm/Simsville1_v1.mp4 (0:38) http://jerrymartinmusic.com/mp3_jmm/Simsville1_v2.mp4 (0:30) http://jerrymartinmusic.com/mp3_jmm/Simsville3_v1.mp4 (0:34)...
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    [ARCHIVE] SimAntics & World Development

    Define "static object".
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