[ARCHIVE] Road to Live Release

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Build #266 is now out, which fixes some crash bugs people were experiencing. It's not necessary to update to connect to active servers, but it'll make your life easier.

I've been on holiday the past week, but I've obviously been thinking about the implementation of a few future features. You should be able to see some of them before I have to study for and do exams.

The project used for your studies has now ended?? That means now we can do extra contributions to the game source??
 
I just added motive decay in the recent builds. You should notice your motives slowly drop as you stand still. I've slowed the time back down to 1 sim minute every 5 seconds to keep the gameplay accurate. Right now, this means that things like the shower seem to take a lot longer to max your motives than before, and I'm not sure if the numbers are being set right by SimAntics because I have no reference material of anyone taking a shower.

Either way, most likely wrong decrements are Social and Energy. I've halved the actual decrement rate of social since it seems to be insane without the "social bonus" that you get the more sims there are in the lot. Can anyone verify that social dropped really fast if you were on a skill lot by yourself?

Motive changes should also show up on UI now. The down arrows will briefly appear for each point lost by motive decay, as you might expect from TS1 and TSO. Will be cleaned up a wee bit in future.

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Mood is now also correctly calculated. Sims can now sing in the shower. ;)

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I just added motive decay in the recent builds. You should notice your motives slowly drop as you stand still. I've slowed the time back down to 1 sim minute every 5 seconds to keep the gameplay accurate. Right now, this means that things like the shower seem to take a lot longer to max your motives than before, and I'm not sure if the numbers are being set right by SimAntics because I have no reference material of anyone taking a shower.

Either way, most likely wrong decrements are Social and Energy. I've halved the actual decrement rate of social since it seems to be insane without the "social bonus" that you get the more sims there are in the lot. Can anyone verify that social dropped really fast if you were on a skill lot by yourself?

Motive changes should also show up on UI now. The down arrows will briefly appear for each point lost by motive decay, as you might expect from TS1 and TSO. Will be cleaned up a wee bit in future.

5d6231d05a8cb696785e9c6e7cfe2a31.gif


Mood is now also correctly calculated. Sims can now sing in the shower. ;)

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WOO! I missed the singing in the shower lmao
 
The fact that you got the needs working is a big step-up, I know people say it isn't important. But it's what set it aside from other MMO games. You have to take care of your Sim whilst chatting to your friends, it was amazing. Thank you.
 
The fact that you got the needs working is a big step-up, I know people say it isn't important. But it's what set it aside from other MMO games. You have to take care of your Sim whilst chatting to your friends, it was amazing. Thank you.

The motives system is the KEY element that kept me playing. I don't even care about Custom Content, ever, it was the fact that the motives were there and it made it something to do other than socialise. I could never get into the other MMOs (2nd Life, etc)

Regarding the motive decay. I think it was on a category to category basis, you could try asking TSOMania's Matt about it. I've never noticed personally a quicker decay when playing.
 
Budget will be partially implemented in the next build. All objects that involve money should work correctly now, but buy and build mode are still free. You can get more funds at any time by clicking the floor and then choosing "Request Funds"
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This has been implemented with asynchronous accesses in mind. The primitive sends a transaction request to the city server, and the thread goes into an Async wait state until the transaction has completed. (similar to user dialog response) Here's an example with one second delays for each transaction (overkill, it will never be this bad in a real server):

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Note the delay before the animation, where it's checking if it should even bother playing it (test transaction), then the delay after where it actually performs the transaction (it can still fail here).

Right now, of course, there is no city server, so I'm simulating a small delay in the stub transaction code. Here's what it's doing right now:

Code:
            var result = PerformTransaction(vm, testOnly, uid1, uid2, amount);
            if (callback != null)
            {
                var obj1 = vm.GetObjectByPersist(uid1);
                var obj2 = vm.GetObjectByPersist(uid2);

                new System.Threading.Thread(() =>
                {
                    System.Threading.Thread.Sleep(500);
                    callback(result,
                        uid1, (obj1 == null) ? 0 : obj1.TSOState.Budget.Value,
                        uid2, (obj2 == null) ? 0 : obj2.TSOState.Budget.Value);
                }).Start();
            }

With the way I've set up async pauses, it should be possible to add more for the other async access features: plugins, inventory operations, maybe some global operations.

Build/Buy need a little work since the VM doesn't actually know anything about the catalog state, and what things should cost.
 
Charvatia is now available for those who wish to host 24/7 servers. The server will save the blueprint of the lot every minute, and when a crash occurs. On crash it will instantly restart the server. From the console, you'll be able to see everything everyone is saying mixed with the property logs. You can chat and use commands from the console as normal, though your input will appear mangled before you hit enter if any messages are recieved while you are typing. You can ignore this.

https://dl.dropboxusercontent.com/u/12239448/Charvatia.zip

Extract this zip into your FreeSO folder. When you update FreeSO, Charvatia will use the updated DLLs from FreeSO to keep up to date. Only in very specific circumstances will you need to update charvatia.

Anyways, the latest build features budget for objects and interactions (no buy/build yet). Here's a more detailed list of changes:

  • Added VMAsyncState to keep track of generic blocking waits for the SimAntics VM.
  • Added IVMGlobalLink interface to use to connect to the global server. (currently stubbed out, more functions will be developed into this)
  • Added chat to Charvatia, auto save, restart on crash.
  • Added TSOState classes for platform specific state.
  • Implement "Transfer Funds" primitive
  • Display budget on UI.
Have fun!
 
Charvatia is now available for those who wish to host 24/7 servers. The server will save the blueprint of the lot every minute, and when a crash occurs. On crash it will instantly restart the server. From the console, you'll be able to see everything everyone is saying mixed with the property logs. You can chat and use commands from the console as normal, though your input will appear mangled before you hit enter if any messages are recieved while you are typing. You can ignore this.

Have fun!

That is epic progress for private server direction, but seems this will jeopardize againts the City server integrity, or not??
 
It just exists. I'm working on the city tie in features using stubs - like the transactions are currently using. These can be easily swapped out for the real thing.
 
If you wish, but now that we've got a few 24/7 servers open you might be better off joining one of them.
 
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