[ARCHIVE] Road to Live Release

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upload_2015-10-16_11-53-44.png
Now using scope information to get smarter names for data scopes. (see constants, person data)
Attributes only show scopes right now if accessed from the object itself. Not getting TPRP Local/Param names yet, but they may have been stripped. Excuse the aliasing, haven't added a way to render UI elements to multisampled render targets yet.
 
I'm gonna be honest here, I fucking love that theme. It plays well with my brain, and makes things look less complex. If this is the theme of the final product (the icons, sexy boxes, etc) then you've really done a good job. If not, I'd really love it if you included the colours of this theme because it's simply beautiful.
 
Nothing is final, but the theme will probably stay unless something better comes around. Here is a mockup featuring all of the primitive group themes:
upload_2015-10-16_18-19-28.png
Top right is a test for selected primitives. Here's a textdump of my grouping plans:
Code:
subroutine (white)
- search

control (yellow)
- Generic Sims Online Call
- Sleep
- Idle for Input
- Notify Stack Object out of idle
- Push Interaction
- Find Best Object For Function
- Run Functional Tree
- Run Tree By Name
- Add/Change Action String

debug (red)
- Breakpoint
- Report Metric
- Show String
- Syslog

math (green)
- Expression
- Random Number
- Get Distance To
- Get Direction To

sim (pink)
- Animate Sim
- Change Suit/Accessory
- Look Towards
- Transfer Funds
- Set Motive Change
- Find 5 worst motives
- Find Best Action
- Test Sim Interacting With
- Reach

object (purple)
- Create New Object Instance
- Remove Object Instance
- Set To Next
- Test Object Type
- old relationship
- Relationship
- Set Dynamic Object Name
- Burn

looks (light blue/cyan)
- Set Balloon/Headline
- Refresh
- UI Effect
- Special Effect
- Play Sound Event
- Stop ALL Sounds
- Dialog (string source)

position (dark blue)
- Find Location For
- Go To Relative Position
- Go To Routing Slot
- Snap
- Grab
- Drop
- Drop Onto
- Get Terrain Info

tso (dark red)
- Send Maxis Letter
- Invoke Plugin
- Inventory Operations
- OnlineJobsCall

unknown (gray)
- Sync Field
- Ownership
- Start Persistant Dialog
- End Persitant Dialog
- Update Persistant Dialog
- Poll Persistant Dialog
- Leave Lot and Goto
- Sims1.0 tutorial
- make new character

I'm thinking of making the Expression primitive dynamically change category to Control when its operator is a conditional, as right now that last routine I posted just looks like a huge series of assignments.
 
Why would I make a tool that isn't easy to use? If I wanted to do that I'd just give you an IFF Chunk editor and call it a day. Key in your own BHAVs, byte by byte.
 
Nothing is final, but the theme will probably stay unless something better comes around. Here is a mockup featuring all of the primitive group themes:

I'm thinking of making the Expression primitive dynamically change category to Control when its operator is a conditional, as right now that last routine I posted just looks like a huge series of assignments.

Really cool and interesting to see this working, but im thinking if not will needed to complete all the unfinished primitives code (Find Best Action, etc)...?
 
You always seem to ask about the same things. No, primitives do not need to have implementations to be included in the editor, especially ones that only ever appear once.
 
We use #154 now?
Eh, I'm assuming we can just update to the latest successful builds? o3o
...That's what I'm doing at least.

563c079c01ddc1a2089a5f5b860019b5.png

I'm sticking with the build displayed on the homepage (of the forums). :3
 
You always seem to ask about the same things. No, primitives do not need to have implementations to be included in the editor, especially ones that only ever appear once.
Ok, excuse me, i do not want to push you doing that, only think that you seem do not want to complete that now, and maybe not later..
 
I'm gonna be honest here, I fucking love that theme. It plays well with my brain, and makes things look less complex. If this is the theme of the final product (the icons, sexy boxes, etc) then you've really done a good job. If not, I'd really love it if you included the colours of this theme because it's simply beautiful.
I have to agree, really nice, everything is distingushable but complementary, I would say it has a very fitting sims vibe actually!
 
Ok, excuse me, i do not want to push you doing that, only think that you seem do not want to complete that now, and maybe not later..
If something is in the game, it will be implemented. My priority list is obviously different from yours, but that's not stopping you trying to implement the primitive yourself.
 
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 lot to get to that point but progress has sped up a lot recently now that the framework & data service are mostly there.

Screen cap:
http://gfycat.com/TastyMaleEmeraldtreeskink

Tasks done:
  • EA Auth HTTP API implemented
  • City selector HTTP API implemented
  • New database schema
  • New database migration tool and documentation in the readme.md
  • Aries server implemented
  • Aries client implemented
  • Aries authentication handshake implemented
  • Voltron protocol encoder / decoder implemented
  • Serializer / deserializer that works like the original game's. Can handle lots of value types, structs, topic updates, net standard messages, data service structures, db service request / responses.
  • CAS wired up except for full range of error reporting
  • SAS wired up except for delete a sim
  • Basic database service implementation. Enough for searching for sims
  • Full data service implementation. This is the bit that syncs data between the client and server. E.g. when you open the person page this is how the server tells you about the person.
    • Supports bi-directional communication. Aka client can update server as well as server to client.
    • Security enforced. It won't let you change other sim's attributes or attributes that are read only to clients
  • Bunch of new research on DataServiceWrapperPDU factored into implementation
  • Packet debugging tool so you can view the network traffic, modify it, analyse it etc
  • Lots of UI cleanup.
    • Gizmo looks correct now
    • Added person page
    • Added a data binding system. Instead of info such as avatar description / appearance / name being set when you open the person page it is now data bound. That means when the data service receives updates for the avatar it will automatically update the UI.
    • Map no longer zooms in when you click on a floating dialog box
    • Mouse events are no longer processed when the window is not focused
  • We no longer have 2 different content systems. Just the FSO.Content project now. Game loads faster and uses less GPU memory. You also no longer need to have those XML files from Mr Shipper in your packingslips folder.
  • Added a debug menu (press F1 key) so we can stop putting debug buttons on the main UI. Added a content browser in here as I could not find a texture I needed!

Current focus is chat. I'd love to get IM working between the two games but I'm not sure if enough research has been done to make this work properly. TBC. After chat it will be lot lifecycle. Finding lots, viewing their data, buying them etc.
 
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 lot to get to that point but progress has sped up a lot recently now that the framework & data service are mostly there.

Screen cap:
http://gfycat.com/TastyMaleEmeraldtreeskink

Tasks done:
  • EA Auth HTTP API implemented
  • City selector HTTP API implemented
  • New database schema
  • New database migration tool and documentation in the readme.md
  • Aries server implemented
  • Aries client implemented
  • Aries authentication handshake implemented
  • Voltron protocol encoder / decoder implemented
  • Serializer / deserializer that works like the original game's. Can handle lots of value types, structs, topic updates, net standard messages, data service structures, db service request / responses.
  • CAS wired up except for full range of error reporting
  • SAS wired up except for delete a sim
  • Basic database service implementation. Enough for searching for sims
  • Full data service implementation. This is the bit that syncs data between the client and server. E.g. when you open the person page this is how the server tells you about the person.
    • Supports bi-directional communication. Aka client can update server as well as server to client.
    • Security enforced. It won't let you change other sim's attributes or attributes that are read only to clients
  • Bunch of new research on DataServiceWrapperPDU factored into implementation
  • Packet debugging tool so you can view the network traffic, modify it, analyse it etc
  • Lots of UI cleanup.
    • Gizmo looks correct now
    • Added person page
    • Added a data binding system. Instead of info such as avatar description / appearance / name being set when you open the person page it is now data bound. That means when the data service receives updates for the avatar it will automatically update the UI.
    • Map no longer zooms in when you click on a floating dialog box
    • Mouse events are no longer processed when the window is not focused
  • We no longer have 2 different content systems. Just the FSO.Content project now. Game loads faster and uses less GPU memory. You also no longer need to have those XML files from Mr Shipper in your packingslips folder.
  • Added a debug menu (press F1 key) so we can stop putting debug buttons on the main UI. Added a content browser in here as I could not find a texture I needed!

Current focus is chat. I'd love to get IM working between the two games but I'm not sure if enough research has been done to make this work properly. TBC. After chat it will be lot lifecycle. Finding lots, viewing their data, buying them etc.
aaaand breathe.
Great work Darren. Good to see that you've made a fucking huge update, can't wait to take it for a test drive! :) One of the biggest updates content-wise that we've seen for quite a bit (Rhys' updates have not been short exactly but almost all of them have been SimAntics improvements - good to see a little change! :))
 
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 lot to get to that point but progress has sped up a lot recently now that the framework & data service are mostly there.

Screen cap:
http://gfycat.com/TastyMaleEmeraldtreeskink

Tasks done:
  • EA Auth HTTP API implemented
  • City selector HTTP API implemented
  • New database schema
  • New database migration tool and documentation in the readme.md
  • Aries server implemented
  • Aries client implemented
  • Aries authentication handshake implemented
  • Voltron protocol encoder / decoder implemented
  • Serializer / deserializer that works like the original game's. Can handle lots of value types, structs, topic updates, net standard messages, data service structures, db service request / responses.
  • CAS wired up except for full range of error reporting
  • SAS wired up except for delete a sim
  • Basic database service implementation. Enough for searching for sims
  • Full data service implementation. This is the bit that syncs data between the client and server. E.g. when you open the person page this is how the server tells you about the person.
    • Supports bi-directional communication. Aka client can update server as well as server to client.
    • Security enforced. It won't let you change other sim's attributes or attributes that are read only to clients
  • Bunch of new research on DataServiceWrapperPDU factored into implementation
  • Packet debugging tool so you can view the network traffic, modify it, analyse it etc
  • Lots of UI cleanup.
    • Gizmo looks correct now
    • Added person page
    • Added a data binding system. Instead of info such as avatar description / appearance / name being set when you open the person page it is now data bound. That means when the data service receives updates for the avatar it will automatically update the UI.
    • Map no longer zooms in when you click on a floating dialog box
    • Mouse events are no longer processed when the window is not focused
  • We no longer have 2 different content systems. Just the FSO.Content project now. Game loads faster and uses less GPU memory. You also no longer need to have those XML files from Mr Shipper in your packingslips folder.
  • Added a debug menu (press F1 key) so we can stop putting debug buttons on the main UI. Added a content browser in here as I could not find a texture I needed!

Current focus is chat. I'd love to get IM working between the two games but I'm not sure if enough research has been done to make this work properly. TBC. After chat it will be lot lifecycle. Finding lots, viewing their data, buying them etc.
Absolutely amazing work!
 
Looking fantastic as usual. Editing the description was a nice surprise, really nice work!
 
Think it's fair to say we finally get rid of the old TSO CityServer, TSO LoginServer and TSO LoginServices projects now?
 
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