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  1. ddfczm

    [ARCHIVE] Road to Live Release

    Looks great. I remember the running animation being insanely fast too in the original game.
  2. ddfczm

    [ARCHIVE] Road to Live Release

    What Rhys said. Were making it compatible where we can but major parts wont be. Also want to point out that Fatbags wonderful maxis protocol research has been critical to getting this far.
  3. ddfczm

    [ARCHIVE] Road to Live Release

    FYI. I'm working on mutation at the moment. As in the ability for the client to update values in the data service. For example, when you change your own bio or bookmark a sim. There is some nasty stuff in how the old game used to work like unbookmarking a sim is dealt with by nulling the...
  4. ddfczm

    [ARCHIVE] Road to Live Release

    Haha, its not that. Decided to post an update for the first time in ..... over a year and a half?
  5. ddfczm

    [ARCHIVE] Road to Live Release

    Here is a slightly more up to date screen grab. It shows our new server being used by the original game client. It goes further than TSO-SE with a database, full server pipeline, complex serialization / deserialization engine and much more. CAS also works.
  6. ddfczm

    [OFFICIAL] First online playtest - July 28th 23:00 BST

    Its been 7 years since its been possible to join a TSO lot like that! Greta work Rhys. G'night all.
  7. ddfczm

    [ARCHIVE] SimAntics & World Development

    For those who cant / don't want to compile the project themselves I have setup a continuous integration server. http://52.18.99.73/project.html?projectId=ProjectDollhouse&tab=projectOverview (use the guest login). Every time code is committed this server will compile it and output a zip...
  8. ddfczm

    Error handler (Process.Start)

    File.Exists method to check before you run Process.Start (if statement) http://msdn.microsoft.com/en-us/library/system.io.file.exists%28v=vs.110%29.aspx Or you can catch the exception it throws. The documentation tells you what exceptions are thrown...
  9. ddfczm

    Coding improvements!

    http://en.wikipedia.org/wiki/Duplicate_code#Problems_associated_with_duplicate_code http://en.wikipedia.org/wiki/Code_smell#Common_code_smells
  10. ddfczm

    I hope this project works out well.

    @bigl2369 Dude, there are a lot of talented engineers, Fatbag, Afr0, Rhys & myself who have concluded this is probably (almost certainly) how TSO synced. If we are wrong that's fine, but any good engineer can see this is a good way to sync TSO. There are actually historical threads on this...
  11. ddfczm

    Question About objects rendering in world?

    This is how I concluded it worked when I started the world rendering. https://github.com/Afr0/Project-Dollhouse/blob/72eb3bde4b3edc9deda067d454e0018538b567db/TSOClient/tso.world/utils/DGRPRenderer.cs The bit that took a little bit to work out (but is quite easy) was the positioning & offsets...
  12. ddfczm

    [ARCHIVE] SimAntics & World Development

    Looks amazing! Keep up the great work Rhys.
  13. ddfczm

    [ARCHIVE] SimAntics & World Development

    Been a while since I looked at the code but I think my plan was to add something to the damage list to indicate the UI item needs to swap list and then have the render loop (or pre-render loop) that consumes the damage list swap lists and repaint static. Lots of other ways to do it though :) but...
  14. ddfczm

    [ARCHIVE] SimAntics & World Development

    Huh? Did PD ever have walls? I did a bit of work on walls ages ago but binned that when I redid the entire lot rendering engine (Original way was slow and hard to work with). Or did Rhys / Afr0 add some wall stuff recently I missed :)?
  15. ddfczm

    Idea on pre-installed user created CC in PD

    i agree with Rhys RE melting game servers. SimAntics as Maxis created it runs on both the client and server. It would be easy to make objects that bring the server to a grinding hault. Not necciserily malicious, they could just be badly written and not formally tested. Re sandboxing you can...
  16. ddfczm

    [ARCHIVE] SimAntics & World Development

    Haha i love that he's angry about everything. Just like real life
  17. ddfczm

    [ARCHIVE] SimAntics & World Development

    Lol, this is the time to start keeping a blooper reel. Last time I tried to run restock the bag of fish stuck to the sims hand forever more :)
  18. ddfczm

    [ARCHIVE] SimAntics & World Development

    Restock used to work. I'm guessing its broken by the change to using numeric arrays for variable storage rather than handled individually? I think its a worth while change tho, its important for fast serialization. I had left them individually addressed on purpose so I would throw an exception...
  19. ddfczm

    [ARCHIVE] SimAntics & World Development

    Cool, so that's a nice clear picture now :). What's your thoughts on OBJDs having 0 for init/main/load BHAVs? Replaced by something else we haven't seen yet? Maybe they moved to well defined IDs / names or maybe its just info the server had and the client does not requiring a little manual table...
  20. ddfczm

    [ARCHIVE] SimAntics & World Development

    Heh, its a shame there aren't better ways to get a view into the VM memory in TS1. I found it annoying to have to execute primitives, branch and then dialog to test numbers. Luckily most of the primitives make sense I guess and having a view of VM memory wouldn't help with the more complicated...
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