[ARCHIVE] SimAntics & World Development

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Right now the client is spawning a packet every second asking for the cost of a lot, but server isn't receiving it for some reason.
I've yet to test actually buying a lot, but in theory it should work.
Your clients don't have this functionality though, and if anyone tries to IM me asking why their clients compiled from source don't work, I won't answer ;)
 
House data's encoding will be defined by me once the simulator is in a stable enough state. We don't have any material on the real format used for house save data in TS1, so we can't use that format. The only data the city server/view need to know are things like name, roommates, id (tied to an icon and house save file), description and status.
 
Yeah, I'm in the process of defining it right now.

So far, the DB contains (for house):
  • ID
  • X,Y
  • Description
  • NetWorth
  • NumberOfRoomies
  • Flags (this is actually a byte to save space, but I'm thinking maybe it should be made into individual fields because that would make it more obvious)
  • Online/Offline (Flags)
  • Spotlight on/off (Flags)
  • Locked/Unlocked for public access (Flags)
  • Occupied - wether a lot is owned by anyone (Flags)
House is linked to a character that owns it. It also needs to contain Name and, as Rhys pointed out, a link to roomies.
 
Avatars should have a foreign key "home" column, which points to a house ID or null. Since they can only be resident of one house at a time with normal TSO rules, a one to many relationship like this should be enough for the base functionality.

To find the residents of a specific house, you'd just search the avatars table for (home == searchHouseID), and return all rows or the count. (won't need NumberOfRoomies really, unless you feel that the number will be accessed a lot more often than the specific resident info)
 
TSO did not have community lots.
Ok, maybe with different name, but as i remember there was lots only for residential and other for people visiting them... not owned by players.

A fixed blueprint for lot info could not work?? there is an example:


Code:
<housedata>
<house
id=0 x=100 y=50  description="Description" flags=0 flags2=0 roomies=0 occupied=0 locked=0 />

</housedata>
 
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Ok, maybe with different name, but as i remember there was lots only for residential and other for people visiting them... not owned by players.
Nope. They were just lots. All lots functioned exactly the same and treated equally. They both doubled as both homes and community lots. By TS1/TSO standards, the real community lots were the job lots - since they were owned by the city. By TSO standards, what separates a community lot from a residential all depend on the player. Just because I go to a neighbors house, doesn't mean I'm entering Starbucks.

To let players how they wanted to define their lot, Maxis created the category system. It speaks for itself but it also determined the difficulty of the lot, the objects that were available, and perks that came with that category. For example, you greened faster in the services category then you would in skills or money. Residential lots did not have to worry about motives and all interactions were available - I don't know if the former feature existed before or after EA-Land.

I could go on. :p
 
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A fixed blueprint for lot info could not work?? there is an example:


Code:
<housedata>
<house
id=0 x=100 y=50  description="Description" flags=0 flags2=0 roomies=0 occupied=0 locked=0 />

</housedata>
We need the info in a database, so that it can be queried without incurring too much cost.
 
Nope. They were just lots. All lots functioned exactly the same and treated equally.
Maybe PD should include this new kind of community lot, to allow players visit stores without need of querry for empty spaces...


We need the info in a database, so that it can be queried without incurring too much cost.

Ok no problem, i almost forgot is online game and need to have acess databas information...
 
(won't need NumberOfRoomies really, unless you feel that the number will be accessed a lot more often than the specific resident info)
With a list you could just get the number of entries. It's not as efficient (in theory) but saves a little space and makes things simpler.
 
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