[ARCHIVE] Road to Live Release

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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 bookmark's sim id instead of removing the bookmark from the array so I'm having to map that stuff.

There are 2 other parts to mutation. Security and persistence. We need a way to prove you have permission to change this sims bio without letting you change your own skills, sim age etc. When a change is made we also need to retrospectively update the database (seems odd to do it this way as there may be database validation errors but the data service is fundamentally an in RAM service in the old game it seems like with syncing packets).
 
I really want to cry over this progress... This is going to be pure restoration,and I'm gonna cry my eyes out through it all,until the very great spectacular end,where my TSO dreams finally come true...
 
that's just... wow.

I'd love to see a playtest with original client on freeso server.
Unfortunately we still know very little of both the serialized lot state used by the original game and specifics about the simulator messages. Even with this info, our simulator would desync with the original game very often. Because of this the experience would be glitchy and possibly bandwidth/cpu heavy from the constant resynchronisations. We'd need to find out the original game's RNG for it to at least work acceptably.

If we could get the original simulator to do our bidding somehow, it might work a little better. It would also be incredibly difficult..

Not that these things aren't possible in the future, it'd be great to support the classic game even past the city view.

EDIT: syncing routing would also be a disaster. We might have to manually disassemble the original game to get it perfect.
 
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Good to see ddfczm back in the ride, to help this complete. As far as i read, youre trying to make Freeso server compatible with original client?? What are the main purpose about this right now??
 
The original game is a good platform to compare against for UI, keeps us feature complete and ensures that we're going in the correct direction with the implementation. It also gives us a head start implementing a private server for the original game whenever we get to a stage where that becomes possible.
 
Question about server costs: how will they scale with usage? ie will cost per player drop as the number of players increases?
 
Well this is all really great news but i take it this new "Global server" isn't live yet?
 
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You guys blow me away, LOL! You're awesome! And Darren, I'm stoked that you finally shared something! Talk about coming back with a blast update LOL :p:D:D:cool:, Keep up the awesome work you guys! You all rock! Woot Woot!!
 
New animation blending + variable speed + smooth loop now working, check it out with this low framerate gif which doesn't really help much:
faf038a7beba6108af74fe9aa3b891af.gif

Walking looks much more like the original game, and the stop/start is so much smoother. Running is a little too fast but that's the original game's fault. I think our walking is accurate enough visually now. Some things appear to be hilariously broken though (turn animation..), so I'm not going to release a build just yet.
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Looks great.

I remember the running animation being insanely fast too in the original game.
 
Sims aren't getting stuck on each other any more, and shoo is almost working. Right now sims are getting a little impatient and not bothering to shoo a sim a second time, and occasionally the sim gets sent out of world due to a hilarious oversight somewhere. I should be able to fix this for later tonight.

Pets also take years to shoo, but that's like, a classic sims thing.
 
Walking looks much more like the original game, and the stop/start is so much smoother. Running is a little too fast but that's the original game's fault. I think our walking is accurate enough visually now. Some things appear to be hilariously broken though (turn animation..), so I'm not going to release a build just yet.

Good work, but are you sure thats the correct pet idle animation??
 
Should work now, here's a build:
http://servo.freeso.org/repository/download/ProjectDollhouse_TsoClient/179:id/dist-117.zip?guest=1

There are still a few unusual things, such as avatars being shooed through walls and pets walking too fast, but it's looking a lot smoother now. I'll record a demo video tomorrow.

Before I merge I need to do these things:
  • Move slot validation to RoutingFrame for error reporting, add check for wall between destination point and destination object.
  • Clean up animation changes
  • Clean up routing frame's various states to be independent from each other.
  • Investigate why wall obstacles are basically begging sims to walk through them when being shooed.
 
Got the following error after trying to run the newest build: Unable to load DLL "Bass.dll", the specified module could not be found. Although the previous builds worked smoothly for me. Bass and all that is actually already installed so the error makes absolutely no sense
 
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