[ARCHIVE] Road to Live Release

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Start the game via FSO.IDE.exe, then hold shift while queuing an interaction. Instead of queuing the interaction it'll open the editor.


Rhys, why do not allow to do booth things, meanwhile action is queued and executed you should also see the primitives code currently running..
 
Because you'll likely want to modify or set breakpoints on the action before it is run. It's just a hack so I can show my project supervisor it working on different objects... in future you will be able to browse all objects, select an object and specify the exact resources you want to see.

Changes are uploaded, though you shouldn't run the latest version online because the serialization hasn't been updated for dynamic multitile yet.
 
Because you'll likely want to modify or set breakpoints on the action before it is run. It's just a hack so I can show my project supervisor it working on different objects... in future you will be able to browse all objects, select an object and specify the exact resources you want to see.

Ok, no problem, thats good.. Who is your project supervisor?? he/she know about sims??
 
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 added lot searching. You can update the description and rename your lots. I have not bothered to implement changing your lot category or roommates and probably won't for a bit.

xZZGt6a.jpg


gx1kMVi.jpg

1eozANq.jpg


The more exciting (to me) bit is I have also started on the lot server itself. It boots up and connects to a given list of city servers. The two go through a challenge / response phase to establish trust and then the lot server advertises its capacity (slots taken, cpu and RAM) to the city server every 30 seconds. It works this way so we can have multiple lot servers per city and scale horizontally. Rhys felt from the early play tests the simantics VM would be heavy enough to warrant this from day 1.

Next steps are to clean up some of the UI, map and workflows around lots. Implement the opening a lot / joining a lot / closing a lot / leaving a lot flows between the lot server and city server. For that I won't actually add the lot functionality it will just have stubs and I will focus on the networking and picking engine. After all that me and Rhys can start looking at hooking up all the existing lot code into the new lot server. I also left chat 80% implemented before I got distracted by lots so I guess I should go back and finish that too...
 
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 added lot searching. You can update the description and rename your lots. I have not bothered to implement changing your lot category or roommates and probably won't for a bit.

xZZGt6a.jpg


gx1kMVi.jpg

1eozANq.jpg


The more exciting (to me) bit is I have also started on the lot server itself. It boots up and connects to a given list of city servers. The two go through a challenge / response phase to establish trust and then the lot server advertises its capacity (slots taken, cpu and RAM) to the city server every 30 seconds. It works this way so we can have multiple lot servers per city and scale horizontally. Rhys felt from the early play tests the simantics VM would be heavy enough to warrant this from day 1.

Next steps are to clean up some of the UI, map and workflows around lots. Implement the opening a lot / joining a lot / closing a lot / leaving a lot flows between the lot server and city server. For that I won't actually add the lot functionality it will just have stubs and I will focus on the networking and picking engine. After all that me and Rhys can start looking at hooking up all the existing lot code into the new lot server. I also left chat 80% implemented before I got distracted by lots so I guess I should go back and finish that too...
I think all this is really interesting. But I had a question, and as usual I apologize if this is a stupid question. :p Anyways my question was, am I supposed to see all these changes in my game or not?
 
I think all this is really interesting. But I had a question, and as usual I apologize if this is a stupid question. :p Anyways my question was, am I supposed to see all these changes in my game or not?
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).
 
I have a question. This is purely out of curiosity.

What version is all of the game based off? It's one from before the "New and Improved" full version isn't? Certain things are missing (the UI for Instant Messaging seems different, I assume stuff like Chat History is missing, the old relationship system is still in play etc.)
 
I have a question. This is purely out of curiosity.

What version is all of the game based off? It's one from before the "New and Improved" full version isn't? Certain things are missing (the UI for Instant Messaging seems different, I assume stuff like Chat History is missing, the old relationship system is still in play etc.)

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
 
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

Was the Instant Messaging UI built from scratch then? (in terms of the text?) Even pre EA-Land the instant messaging was color coordinated to avoid confusing which seems to be lacking in this version so was that just scrapped and re-written?

And I know it's not finished :p I'm just curious what TSO version you guys are adapting the game from.
 
Are you thinking of the in lot chat history panel. That was color coordinated.
 
darren,Stop saying things like "Here's a new boring update" and "Here's another boring update" Every single new contribution to both the gameplay,and as you are doing,the server,is incredible. It's extraordinary that something like this could ever happen to an old game to begin with. So stop doing that,judging your updates,Every single one to me,because i don't know about anyone else here,but every single update means alot to me,Because knowing that this game keeps getting so many Percents closer to the actual thing,I get really extremely happy and giddy over it,knowing that people care about this game,and are willing to go through so many lengths to restore it for those who played and love it,and yet for newcomers to enjoy and play too,in it's also original glory. So please,Promise me,and others who may feel the same way,You won't EVER say that again. Please?

Sorry for this whole speech but.. Geez. Please?
 
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Are you thinking of the in lot chat history panel. That was color coordinated.

http://www.tsomania.net/specialfeatures/1000days_additions.php

It mentions "IM improvements". I played TSO when it was still alive *sniff* so I know that there was. Haha. I don't know, I was just asking what version of the base game are you guys building from xD.

As nicefunfungirl said the prgoress is beyond incredible and I can't wait to see more things added.
 
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 added lot searching. You can update the description and rename your lots. I have not bothered to implement changing your lot category or roommates and probably won't for a bit.

The more exciting (to me) bit is I have also started on the lot server itself. It boots up and connects to a given list of city servers. The two go through a challenge / response phase to establish trust and then the lot server advertises its capacity (slots taken, cpu and RAM) to the city server every 30 seconds. It works this way so we can have multiple lot servers per city and scale horizontally. Rhys felt from the early play tests the simantics VM would be heavy enough to warrant this from day 1.

Next steps are to clean up some of the UI, map and workflows around lots. Implement the opening a lot / joining a lot / closing a lot / leaving a lot flows between the lot server and city server. For that I won't actually add the lot functionality it will just have stubs and I will focus on the networking and picking engine. After all that me and Rhys can start looking at hooking up all the existing lot code into the new lot server. I also left chat 80% implemented before I got distracted by lots so I guess I should go back and finish that too...
Very nice, glad to see the work on the lot server! Chat looking great as well - is that all voltron or did you have to make electron packets for that?

From the existing lot setup we can mostly reuse the commands (+ verification), with a few extra packets for exchanges not directly affecting the game state (outwith the command stream)... Though I can foresee needing extra synchronised commands for things like updates to the user ignore list. Still need to switch it from my hack-fixed GonzoNet.
http://www.tsomania.net/specialfeatures/1000days_additions.php

It mentions "IM improvements". I played TSO when it was still alive *sniff* so I know that there was. Haha. I don't know, I was just asking what version of the base game are you guys building from xD.

As nicefunfungirl said the prgoress is beyond incredible and I can't wait to see more things added.
They mean colored text in the IM, just like chat history. That'll probably have to come after we move from spritefonts to freetype.
 
They mean colored text in the IM, just like chat history. That'll probably have to come after we move from spritefonts to freetype.
Haha yes. that is what I meant xD.

I'm great at explaining stuff so you should DEFENiATELY consider recruiting me for being the "Has no idea how to explain a basic feature" guy if you ever need on xD
 
Very nice, glad to see the work on the lot server! Chat looking great as well - is that all voltron or did you have to make electron packets for that?

From the existing lot setup we can mostly reuse the commands (+ verification), with a few extra packets for exchanges not directly affecting the game state (outwith the command stream)... Though I can foresee needing extra synchronised commands for things like updates to the user ignore list. Still need to switch it from my hack-fixed GonzoNet.

They mean colored text in the IM, just like chat history. That'll probably have to come after we move from spritefonts to freetype.

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 / restoring lots and sims. Sims don't really exist as lot state because they can move around. Same for purchased objects. Lots of syncing to do, e.g. I join a lot on server A. Leave. Join a lot on server B. Server A needs to fully export me before I can join server B. Thats a distributed locking problem to solve. Following that I guess a bunch of stuff around EODS / money.
 
Haha yes. that is what I meant xD.

I'm great at explaining stuff so you should DEFENiATELY consider recruiting me for being the "Has no idea how to explain a basic feature" guy if you ever need on xD
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?
 
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?

I wanted to show you some screenshots but couldn't find a single one (ugh).

As far as I know it was mostly the name bit that was color coded to differentiate Recipient and Sender. I also think the erorrs were red.

It's defeniately be helpful.
Which is why I asked what version the game is it's quite the old one isn't (I think Day 1 of the Actual Gold version of the game after open beta).
 
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