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    TSO-SE Discussion Thread

    You can use -r800x600 to make the game window smaller, especially if you're using a 1366x768 resolution laptop like myself...
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    TSO-SE Discussion Thread

    Here are the PDUs: http://niotso.org/files/hostonlinepdu_ealand.dat http://niotso.org/files/loadavatarbyid_ealand.dat
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    [ARCHIVE] SimAntics & World Development

    The password is fullopt.
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    TSO-SE Discussion Thread

    What would you like me (or someone else here) to reverse-engineer?
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    TSO-SE Discussion Thread

    The amount of SimAntics that the server needs to know may be minimal, or it may be extensive. I don't know at this point. My relationship with the TSO-SE project has always been "Let's just see how this goes for curiosity's sake".
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    TSO-SE Discussion Thread

    Wow, thanks Blayer!! I tried all 11 HouseLoadRegulator message IDs, this time with no body attached, and identical to starttime.dat except for the message ID field. 0x9B7ED631 causes an access violation, however, if you skip over the offending instruction, then the client otherwise still...
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    TSO-SE Discussion Thread

    It turns out that the "message ID" column in the DBRequestWrapperPDU section of the protocol page is some number which is not necessarily the message ID. Today, I was trying to get the search-for-Sim/search-for-lot functionality working. When you do a search with the Search Exact button, the...
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    TSO-SE Discussion Thread

    Rhys, first I can tell you that I haven't figured out any of the simulation PDUs yet. I don't even know what the simulation PDUs would be... I'm just taking a wild guess here: maybe TransmitDataBlobPDU, BroadcastDataBlobPDU, RSGZWrapperPDU, etc. Actually, LogAvatarActionPDU looks relevant... I...
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    TSO-SE Discussion Thread

    I have added documentation for some new PDU formats that are related to (or appear to be related to) the IM and PM systems in TSO on the wiki: http://wiki.niotso.org/Maxis_Protocol Here are some screenshots of the TSO New & Improved trial.
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    TSO-SE Discussion Thread

    Heh. They took down the DNS records for auth.east.ea.com (159.153.234.80) and auth.west.ea.com (159.153.199.220), but the https://auth.east.ea.com/AuthLogin?username=&password=&serviceID=2147&version=2.5 link still works if you put these DNS records in your hosts file.
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    Anyone can contribute to PD

    That's the shortest, easiest, and most straight-to-the-point syntax for arrays I can imagine... int[,] matrix = new int[rows,cols]; for(i=0; i<rows; i++) for(j=0; j<cols; j++) matrix[i,j] = data[i,j]; ^ A 2-dimensional array stored in row-major order.
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    Anyone can contribute to PD

    Have an example?
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    The Sims Online was programmed in...?

    The Sims Online was made in C++ using Visual Studio 6.0 (we know that it uses MSVC because it has MSVC strings and MSVC-format RTTI, and the LinkerVersion field in the exe header tells us that the version is 6.0; PEiD also confirms that it was Visual C++ 6.0) until EA-Land when they updated to...
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    Anyone can contribute to PD

    Anyone can write new code for the project and it'll probably be accepted into the main branch after its quality is reviewed. But if you don't like it, you can always host your own branch.
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    Reverse Engineering?

    If you want to reverse-engineer just the .skn format, it's documented at http://simtech.sourceforge.net/. If you want to reverse-engineer the game's code using OllyDbg or IDA, you might like this keygenme tutorial, which I myself used way back in December 2009...
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    I hope this project works out well.

    Hi, Franco! We could possibly have Project Dollhouse use the same protocol as the EA client (which is being reverse-engineered and described on this page), so that way people with the official EA client could play together with people with the PD client and TSO-SE could be rebranded as "Project...
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    I hope this project works out well.

    Sorry, by "connection drops out" I meant the steady stream of packets from the server to the client pausing for 1/5 of a second, not the TCP connection closing and re-opening for 1/5 of a second. Afr0: Thanks for not shouting in this thread. :)
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    I hope this project works out well.

    If they're being *that technical* in their update news, it's still possible they put a single bullet point "Improved player movement prediction; player movement is now noticeably smoother in unstable connections" in one of the updates and you missed it. :p
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    I hope this project works out well.

    The server can just stream the available actions too. (And it can just stream which available actions have changed, which is more efficient than streaming all available actions all of the time.) The prediction is that animations will continue running (if they reach the end, they can switch to...
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    I hope this project works out well.

    bigl2369 is still wondering: what if the server streams just the *essential* information about what's going on on the lot (the positions/rotations, animations, and current positions within the animations of all the players, the playing sounds, and the current sprite animations) to the client...
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