Then this manual will probably help you to learn their functionsNever playing TSO, there are so many buttons in the city/world view, it's so confusing lmao.
Even better looking at it a second time Also, I celebrated when i saw the GIF of you deleting the GonzoNet Assembly.
It gets ingame, but for some reason the new and improved sim net join command isn't working.
cool chat bubbles lol. Its cool how the sign in and Sim Select are being used again. Can't wait to try this out!More WIP. Some small issues involving incorrect avatar ID, but it works for the first time!!!
https://vid.me/HEBi
Credit to @ddfczm for the entire framework. Should make the rest of this much easier than it could have been!
Remembers me of the first play test of freeso xD it's like things are missing what is now missing after all we saw that joining a lot is now possible?More WIP. Some small issues involving incorrect avatar ID, but it works for the first time!!!
https://vid.me/HEBi
Credit to @ddfczm for the entire framework. Should make the rest of this much easier than it could have been!
The "hmmhmmm" at the start of the video made me crack up hahaMore WIP. Some small issues involving incorrect avatar ID, but it works for the first time!!!
https://vid.me/HEBi
Credit to @ddfczm for the entire framework. Should make the rest of this much easier than it could have been!
More WIP. Some small issues involving incorrect avatar ID, but it works for the first time!!
Credit to @ddfczm for the entire framework. Should make the rest of this much easier than it could have been!
They're from my extensions to his code.
City struct now broadcasting correctly to clients (lots shown are the two real ones on the server, with added spotlights for effect). Works in FreeSO and TSO. NearView thumbnails not working yet due to not knowing the format in the original game (TSO won't read a byte array containing PNG/BMP, so without spending a month looking at x86 there's not much else I can do). I'll probably pack them as PNG for now just to get it working on FreeSO only, since invalid data does not seem to crash TSO N&I
Didn't the original game's terrain files come in tga format? Maybe the lots are supposed to be packed as those. Would make sense, but I haven't tested this of courseThey're from my extensions to his code.
City struct now broadcasting correctly to clients (lots shown are the two real ones on the server, with added spotlights for effect). Works in FreeSO and TSO. NearView thumbnails not working yet due to not knowing the format in the original game (TSO won't read a byte array containing PNG/BMP, so without spending a month looking at x86 there's not much else I can do). I'll probably pack them as PNG for now just to get it working on FreeSO only, since invalid data does not seem to crash TSO N&I