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  1. ddfczm

    [ARCHIVE] Road to Live Release

    Different ports. 443 (SSL) for the API, 1 port per city and 1 port per lot server.
  2. ddfczm

    [ARCHIVE] Road to Live Release

    Agree, scaling will be manual, aka "capacity planning". Auto scaling is amazingly useful, I use it a lot in my day to day life. its good for cost and reliability (servers can replace themselves when they break). However, auto scaling works best when the system is stateless. This is because it is...
  3. ddfczm

    [ARCHIVE] Road to Live Release

    Making a server bigger refers to choosing more powerful hardware. Take your city server and move it to a server with more CPUs, more RAM, bigger SSDs etc. This is called vertical scaling. Horizontal scaling is where you just add more servers. Horizontal scaling is more desirable as it works...
  4. ddfczm

    [ARCHIVE] Road to Live Release

    This is what I have been working on. The city server scales vertically (aka as city gets bigger you need a bigger server). This is a bad way to scale but the city server is IO heavy so should handle more than enough on modest hardware. The lot servers are distributed, they scale horizontally. We...
  5. ddfczm

    [ARCHIVE] Road to Live Release

    On a related note, I think we will also allow multiple sims in the same city. This is another way to own and run multiple lots.
  6. ddfczm

    [ARCHIVE] Road to Live Release

    I understood you, just didn't remember to what extent the chat UI was color coded. I was looking at screenshots showing all one color which threw me off. Is it just the name field that varies in color in the IM window?
  7. ddfczm

    [ARCHIVE] Road to Live Release

    Electron for chat and lot purchase,, Tsoclient asks to find the characters location before it does any IM and its a complex packet yet to be understood. The lot page stuff is all data service and compatible. Sounds good. I think most of the initial work for lot stuff will be around saving /...
  8. ddfczm

    [ARCHIVE] Road to Live Release

    Are you thinking of the in lot chat history panel. That was color coordinated.
  9. ddfczm

    [ARCHIVE] Road to Live Release

    New and improved so it does not have the EA Land crud on the person page for example. The UI varies right now from new & improved because we are still building everything... its not finished
  10. ddfczm

    [ARCHIVE] Road to Live Release

    Chat, http://gfycat.com/DeadIdolizedCanadagoose
  11. ddfczm

    [ARCHIVE] Road to Live Release

    No. I'm working in a feature branch called feature/server-rebuild. Its possible to run this version but it requires you to setup the new server and its dependencies (databases, SSL certificates etc).
  12. ddfczm

    [ARCHIVE] Road to Live Release

    Hey all, another boring update. I've been working on lot management, most of which is non visible hence boring. I have a basic path through buying your own property, this only works in FreeSO as we don't know all the voltron packets for this. I also did some UI work on the lot page / dialogs and...
  13. ddfczm

    [ARCHIVE] Road to Live Release

    My update for today is not as interesting as Rhys but progress none the less. I've implemented the info hover that shows up over land parcels / lots in FreeSO client. That's now working end to end in both original tso and freeso. I had to make a new type of tooltip as I needed fine grain...
  14. ddfczm

    [ARCHIVE] Lot pricing strategy

    I was hoping there would be some hints in the tuning data but I could not see anything.
  15. ddfczm

    [ARCHIVE] Lot pricing strategy

    I went looking for some screenshots of the original game. Found a few that show lot prices. I don't think we are a million miles away. Perhaps islands slightly more expensive, single waterfront slightly less expensive. Maybe altitude adjustment is a bit low or snow had a greater base price...
  16. ddfczm

    [ARCHIVE] Lot pricing strategy

    Will do. @mallhew Yea Luc and the EA Land team worked on a design for dynamic lot pricing based on the economy. I suspect we will end up with a simple economy first and then maybe some dynamic elements if there is much demand for it. EA Land did it for pay out / pay in reasons I think Not sure...
  17. ddfczm

    [ARCHIVE] Lot pricing strategy

    Hey everyone. I've started working on some of the lot management backend. Although it probably wont be enforced for a while I did a bit of work on land pricing and figured this may be an interesting topic for discussion. Does anyone remember anything about the original pricing strategy...
  18. ddfczm

    [ARCHIVE] Road to Live Release

    Loving the IDE, looks great. Its going to be amazing to have a fully fledged simantics editor for TS1 and will be great to keep extending TSO with new objects, maybe much better custom content tools than EA land had. Although TS1 will be harder since we can't make that game breakpoint like we...
  19. ddfczm

    [ARCHIVE] Road to Live Release

    Hello everyone. Since i'm rubbish at partial updates here is a big one. I've been working on the new server as mentioned previously. Made a lot of good progress. Below is a screen capture showing the old game and the new game playing nice together and a summary of the tasks completed. It took a...
  20. ddfczm

    [ARCHIVE] Road to Live Release

    Will it include a DSL and compiler or are you thinking more like edith?
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