Custom Content Branch

Rhys

FreeSO Developer
Staff member
Moderator
francot has taken the liberty of letting users import custom objects into the recent builds, such as those from EA-Land or objects that you (somehow) create that are compatible with TSO/EA-Land. Note that right now there's no way to get the custom objects into the catalog, but if you modify the blueprint for the lot that we normally boot into you can make the custom objects appear on the lot on entry.

https://github.com/Afr0Games/Project-Dollhouse/tree/custom-content

Here's a few of said objects that you can try:
https://dl.dropboxusercontent.com/u/12239448/ea_land.rar
 
Thanks for your confidence Rhys, using this custom branch we will advance so much with the code for implement custom objects not included in far files, like in Sims 1, from downloads folder. Still i want some Afr0 words about his permission and support for this.

For all the people that want to contribute with the brach, you should ask Rhys or me, about what changes can be made and what will needed, please consider, that this implementation does not include code for creating new custom content, that can be consider externally or maybe if someone of you want to take duty of that, a tool that allow us to create custom content will be well recieved...

Updated: Also you should use this files for custom content, only, and testing purposes:
https://dl.dropbox.com/s/ysi9aefu95vstnn/CustomContent.rar?dl=1
 
Last edited:
I didnt play tso after they put in custom content so i have no idea how it works in the game? Do you have to buy it from a store or does it get added to the catalog? Or can they only be crafted? I like the idea of placing in more objects in the game since its good for the ingame economy but i also feel like it you would have a buy mode catalog filled with way too many items eventually. Does the community have some say in terms of quailty or does anything go? Like i said i have zero experience with this aspect of tso so i dont know what its like when its in the game.
 
Yes, for now it need to be added to catalog to allow easy test stuff, after when the online game is implemented, will be possible consider different distribution methods..
 
Showing some progress, with a custom object from Ea land cache, there are still things to consider, those objects only have OBJD and sprites, i had to reconstruc it using external tool, and that give a lot of effort for each object, maybe there is way to use those without need ot recreate objects.

2ldbozl.jpg
 
As far as distibution methods for when the game goes online I was considering this:
If someone wants to make custom content, then they can import their object as a blueprint. With the blueprint, sims can use crafting benches to make the item. If they want to keep an item on a personal level, they can make copies of blueprints to give to friends. If they want, they can for a small fee, purchase a patent, which basically allows people to buy their objects from the catalog instead of having to craft it.

There will be a separate Custom Content tab in the build and buy modes. It will look and work exactly like regular buy mode, except it only has custom content. The more custom content you buy and grab a hold of, the larger your catalog gets, and you can organize it and delete items you don't like. So once you buy a custom chair, if it has a patent, then you can buy duplicates from your CC Tab. If it is not patented, then it will be in your catalog for reference. I imagine it would be fun to start collecting and trading CC from stores and other players.

Custom Content creators can also have their objects sold at stores and maybe even receive a small royalty whenever a store owner restocks the items. I think this will help stores stand out more since properties can offer different types of CC, and it wont just the same items everywhere.

The final stage is reaching "official" catalog status. That is after passing much community review, if it is deemed of a high enough quality, the custom content will become officially supported through the regular catalog and won't show up in the CC tab anymore. i feel its important to make it so anybody can make objects, but only high quality objects can be readily available to all players.

I think the important thing to remember is that Custom Content has the power to give the players a lot of incentive to play more and we should take advantage of it.
 
I think the important thing to remember is that Custom Content has the power to give the players a lot of incentive to play more and we should take advantage of it.
I agree, this was actually the reason The Sims became so popular. The power to have fully scriptable custom objects, or even just your own set of matching furniture is going to be a huge drive to keep more technically inclined people playing, and keep a steady stream of content to keep everyone else playing. It's really win-win, though one big problem is if people start importing... interesting objects.

Scripted objects will need to be verified by a skilled SimAntics developer before acceptance into the game, so that people don't cheat their money up to insane values, modify motives in unbalanced ways etc. Right now I'm the only skilled SimAntics developer on the team, which could quickly become a problem if I decide to go off and do something else for a few months. Hopefully we can find some people passionate about TS1 scripting and active in TSO to fill some moderator positions before too long. But what people could do with scripted objects... is totally unreal. Hopefully my dreams are realised by the TS1 modding community suddenly re-appearing and making this game better than ever. ;)

Even then, you need to stop people from uploading weird shit. I know Second Life allows it, but I'm not willing or ready to accept people's fursonas or whatever and completely destroy the game feel and community. We'll need a minimum standard for custom content - specifically that it needs to be 3D modelled (no MS-paint sprites) and exported using our z-buffer/lighting setup and that it needs to be at least of the quality objects were in the TS1 base game. Even if people are only going to have it on their own lot, because really anyone could walk in?
 
I agree with you booth, but that is the online implementation of the custom content, that cannot be designed and planned until there is online mode to allow Rhys and maybe me, check what will needed for implementing all that system (including crafting, that i dont know if tso got it before), right now im only fcousign on allow game use of external filles, not present in the tso installation, to allow easy acess of them for future plans...
 
Even then, you need to stop people from uploading weird shit. I know Second Life allows it, but I'm not willing or ready to accept people's fursonas or whatever and completely destroy the game feel and community.

If enough people donates towards it, I would be willing to setup a city server for furzonas and wapanese. ;)
 
I have to agree with Rhys on this one haha.
As far as the city goes, name it something like Free For All Falls or something like that :p

You forget that custom servers can be created...
That is another thing that I worry about this project. If anyone can make a server then aren't we just going to end up with an extremely fragmented playerbase with some players on one server, one player on their own server, and then some on different servers. I'm just worried that there is going to be like a dozen TSO servers and not enough people on any of them. I understand that everyone wants to have their own server and everyone has their own idea as to what decent payouts or skilling rates or whatever should be. And thats fine but i also don't like the idea of breaking up players into seperate servers, it's bad enough we have to separate our sims into separate cities!
 
Last edited:
Custom projects can be born from PD, as possibility, but that doest means same people need to create all them, will be better if we all do work together to achieve best possible with this..
 
I propose custom cities, with height/terrain/road maps, custom names and descriptions, etc. which are downloaded from the server. Like the cities built-in there would have to be thumbnail images too but they could be transmitted at super-high speeds using GIF images to compress them.
When a user joins the city and enters said city, if they don't already have the city files they should be downloaded from the server.
 
I have to agree with Rhys on this one haha.
As far as the city goes, name it something like Free For All Falls or something like that :p


That is another thing that I worry about this project. If anyone can make a server then aren't we just going to end up with an extremely fragmented playerbase with some players on one server, one player on their own server, and then some on different servers. I'm just worried that there is going to be like a dozen TSO servers and not enough people on any of them. I understand that everyone wants to have their own server and everyone has their own idea as to what decent payouts or skilling rates or whatever should be. And thats fine but i also don't like the idea of breaking up players into seperate servers, it's bad enough we have to separate our sims into separate cities!
I completely agree. I think LetsRaceBwoi already figured out how to set up a server, so maybe I'll have to unneccessarily complicated the process later on. :p
 
Back
Top