[ARCHIVE] Road to Live Release

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Is it possible you implement climates in the game? I think it would not be difficult , like, rain and snow ( already have land of snow) would make some visual effect on the screen , and sound made
 
Is it possible you implement climates in the game? I think it would not be difficult , like, rain and snow ( already have land of snow) would make some visual effect on the screen , and sound made

I think before he starts adding his own features he needs ot focus on getting the client to run well enough from the old features first.

Rhys is only one man!
 
tbh, I guess Rhys is still trying to make this routing code stable enough to not touch it for a next couple of years
 
In the mean time, ddfczm looks to be contributing quite a bit right now, so either way, the project is still progressing.
 
Yes, ddfczm is working on the new network backend behind the scenes. What he's got so far is tremendous, but you probably won't see it active for a wee while.

I've been a little distracted for a while. Rect-routing is almost done, it just needs animation cleanup and fixes to the shoo logic. (as in, won't randomly break)
 
Good to see the networking is also having progress, i want to say you im have release my custom branch tso ville for those who want to test create sims and play offline.
 
Yes, ddfczm is working on the new network backend behind the scenes. What he's got so far is tremendous, but you probably won't see it active for a wee while.

I've been a little distracted for a while. Rect-routing is almost done, it just needs animation cleanup and fixes to the shoo logic. (as in, won't randomly break)
>little distracted
2 weeks of distracted.
>network backend
CMS5Wm-UYAQFuHp.jpg
 
Just a quick update, I'm changing the animation system to support something more similar to what the sims 1 uses for walking (blended animations). Here's how it works, as far as I can guess:

Walk full at 1.5x speed, 0.5 weight
Walk half at 1.5x speed, 0.5 weight

Standing is blended in at the start and end of walking to keep stop any ugly jittering happening. Simantics doesn't use any blending apart from the carry animation overwriting the hand/arm bone, so object interactions will use only the first animation slot.

Shoo logic is almost working correctly, now shoo will only be called on people not already being shooed (interaction or tree). Still need to add both a wait timeout and a retry limit, though I still need to decide what kind of obstruction counts as a "retry" and which don't matter (hitting into someone stationary and walking by?)

New networking is functional, 100% credit to ddfczm, and actually interconnects with the real game up to the avatar search in the city as part of the new design. Still some work to be done til it's ready, client is a bit behind and the data service is broken. More on this later, but heres a screenshot from the real game running on the server. Again, all credit to ddfczm, all of the new network code is stunning.

visitor.png

(avatar would be there if data service was working)
 
Each time there's a slightly big (To me,this update was REALLY big),update,I squeal tons and tons. Epic work as always Rhys and Darren.
 
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Each time there's a slightly big (To me,this update was REALLY big),update,I squeal tons and tons. Epic work as always Rhy and ddfczm.
Rhys and Darren are their IRL/first names, so if it's easier you could call them that instead of typing out their usernames :)
Just a quick update, I'm changing the animation system to support something more similar to what the sims 1 uses for walking (blended animations). Here's how it works, as far as I can guess:

Walk full at 1.5x speed, 0.5 weight
Walk half at 1.5x speed, 0.5 weight

Standing is blended in at the start and end of walking to keep stop any ugly jittering happening. Simantics doesn't use any blending apart from the carry animation overwriting the hand/arm bone, so object interactions will use only the first animation slot.

Shoo logic is almost working correctly, now shoo will only be called on people not already being shooed (interaction or tree). Still need to add both a wait timeout and a retry limit, though I still need to decide what kind of obstruction counts as a "retry" and which don't matter (hitting into someone stationary and walking by?)

New networking is functional, 100% credit to ddfczm, and actually interconnects with the real game up to the avatar search in the city as part of the new design. Still some work to be done til it's ready, client is a bit behind and the data service is broken. More on this later, but heres a screenshot from the real game running on the server. Again, all credit to ddfczm, all of the new network code is stunning.

visitor.png

(avatar would be there if data service was working)
...That's really impressive. I love how it interconnects too! Great work guys :)
 
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.

dcxG6mc.gif
 
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