Not really. Some work still needs doing in the CAS department because it is quite buggy (I managed to dupe a Sim and create one with a newline in it's name in the latest master build!) and there's always optimisation to do. That and I still need to merge my changes to the code when Rhys is done with Tigris.Lol, Rhys basically finished the thing anyway. What's left is enabling moving into lots.
and Picture in Picture!And that Sims are going to displayed in the Window Where their Needs are, and Other Sims and Pets, and in City Mode all these things
What is that?and Picture in Picture!
For example, if a car appears on the lot or a person appears on the lot, usually in the bottom right there would be a secondary "display" or viewport of that Sim. I don't know if it even was in TSO but it was definitely in TS1 and was enabled by default. It was also in TS2 I think.What is that?
No.Ah the Display if you click on a lot the Preview ?
Ah this window ^^ remembers me when the Maid comes, Fire Warning, A Burglar, or when someone dies i thinkNo.
(This is the highest resolution picture on the Internet of it, because it was a Sims 1 / 2 feature. I did NOT upload this!)
Bottom right is the picture in picture window. It appeared only when an important event happened such as work or school and would focus on, for example, the bus going to the school. It was a pretty cool feature and looked slightly different in TS1. I don't know if it was even in TSO but I presume it was.
EDIT: source: http://forums.thesims.com/en_US/dis...igher-quality-than-sims-4-picture-included/p3
Sorry for the shock, but the previous code was pretty much crashing immediately because of the amount of load I was putting it through. (literally 900 ticks and a blueprint sent at the start to get up to speed). I'm also sending update packets 15 times every second. These framing changes had to be made to make the code reliable enough.Guys, I'm pulling out. This is Rhys' project now. The justification is simple: this project takes up too much of my time to be worth it when my code just turns out to be broken anyhow.
The client does a hard sync on the server's ticks. It doesn't run any ticks without receiving the corresponding command buffer from the server, which is usually empty, in which case it just counts as a "confirmation". Combined with TCP's "100% reliable stream" setup this should hold up on even the most unstable connections. We may have to do some extension of buffer size for connections with a lot of jitter (ping that fluctuates frequently, eg. over 3g), but right now it will work, it'll just not look too great.100% pure awesomeness. It's great to see both clients being in sync for first few minutes. Especially at this early stage of development.
Rhys, how do you (plan to) deal with a situation when the simulation gets out of sync, for example lag?
I wish you luck, I think everything is in capable hands. If there is anything you are absolutely not going to be able to do without me, I'd obviously help out, but I don't see that happening.
I wish you luck, I think everything is in capable hands. If there is anything you are absolutely not going to be able to do without me, I'd obviously help out, but I don't see that happening.
<3 (no homo)OK, I've confirmed it's working over the internet. Play test coming later tonight.
Best Year everOK, I've confirmed it's working over the internet. Play test coming later tonight.
Yay! (Hope I'll connect)OK, I've confirmed it's working over the internet. Play test coming later tonight.
I know.. ..but if I have to do it by myself then I might as well, because at this point I'm sure I can. We're so close that it hurts, and we definitely couldn't have gotten this far without the format readers and base functionality set up by both him and the TSOR team. Without their dedication and drive to start a project like this, there would be no Project Dollhouse.This is the greatest update yet @RHY3756547 But the project just won't be the same without Afr0.