[ARCHIVE] Road to Live Release

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Is it me or something has broken with lighting? Even though I have put lamps in the building, they do not shine, only my character is light, the rest is dark...
 
It randomly occurs for no apparent reason. Have been working on it for a while...
 
View attachment 1231
TSO as it was meant to be, 200 people in the same room learning different skills, completely ignoring the skill speed mechanics. :p

Omg that was aggrivating back in the day. People trying to skill other things, keeping the skill % low when the room is clearly built for a certain skill! BUT, it looks awesome! Can't wait to jump in and l skill again.
 
View attachment 1231
TSO as it was meant to be, 200 people in the same room learning different skills, completely ignoring the skill speed mechanics. :p
Thia picture wants me to play TSO, it looks much fun to be honest, I love this game and if ea would found out, save the data somewhere where no ones knows if u have a full backup from files, (game installer, source code, database etc)
I don't want it closed :/
 
Thia picture wants me to play TSO, it looks much fun to be honest, I love this game and if ea would found out, save the data somewhere where no ones knows if u have a full backup from files, (game installer, source code, database etc)
I don't want it closed :/
Sadly, it exist no one leaks of source code of The Sims(offline or online) anywhere... that why only open new servers for the original game is completely impossible for us.
 
Sadly, it exist no one leaks of source code of The Sims(offline or online) anywhere... that why only open new servers for the original game is completely impossible for us.
I guess Marvin732 has been talking about FreeSO source code. But FreeSO is like Wine. It is recreating engine from scratch and thus EA can do nothing about it. The worse part is using their assets... but I hope they will never have anything against it.
 
We aren't using their assets, the users of the software are providing their own copies. They couldn't possibly have anything against it.
 
That's a good point -- has someone saved this setup client from the largedownloads.ea.com link? Would be such a shame if, for some, reason that went away...
I have the downloader and the game installer ^^ the Game installer even on ISO saved and ready to burn on a disc
 
I looked into some plugin uses, and deduced a few things:
  • Plugins can only modify SimAntics a single short at a time, through "events" passed to it.
  • Plugins can store information on the object, but this is not accessed by the client (only the ui, eg. signs)
  • Objects that use plugins tend to use object attributes (EVEN DOOR PASSCODES! when this works, please don't think it's secure!) to store the data passed back to it in events from the plugin, so the above is not used often.
  • Plugins can start both a server for one sim to use, and one that call sims can access using the same target object.
  • Plugins can access object information to inform server decisions.
So here's what I'm thinking about the implementation.
  • Plugins are started, and then run completely asynchronously as small server-client apps alongside the simulation with no need for synchronisation.
  • Clients can therefore connect to the plugin and interface with it using the UI entirely. We can set up a simple message passing system for plugins to use for UI events, such as confirming the text for a sign.
  • Plugins are by design very simple, which should counteract the fact that we have to implement them all manually. Assuming we have a powerful backend, there should be no problems.
  • When needed, the plugin server will send simple events through to SimAntics (Event ID, short value). This is the extent of its game interaction.
  • Running plugins DO NOT need to be serialized, only the fact that the object is waiting for a response from a specific plugin. This means that right now we can lay the groundwork for this right now and reasonably finish the VM save structure without implementing this right now. It also greatly simplifies things!
I'm going to leave implementing these to when I move the simulator netcode to Electron (the new protocol), so that's after budget and permissions. It doesn't look anywhere near as hard as I was expecting, though!

Here's a list of all plugins:
upload_2016-2-2_15-10-35.png
We'll be starting with SignsPlugin, PermissionDoorPlugin and ScoreboardPlugin for simplicity. (obviously not right now!)
 
Just quickly fixed Add/Change the Action String. Fixes a ton of objects.
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