My Questions and Concerns (mainly about future of opensource, private servers)?

How do we think this would best work in the future, based on what i had to say?

  • Decentralize totally, they'll never shut it down!

    Votes: 2 25.0%
  • Allow semi linking of sims, but not currency/skills.

    Votes: 1 12.5%
  • One sim to rule them all; or possibly one sim to sink RMS SIMTITANIC!

    Votes: 1 12.5%
  • Banana I toss at you! Sim gorilla go eat him!

    Votes: 4 50.0%

  • Total voters
    8

Drathian

New Member
I have some questions for the development, answer when you have time I know you are busy with the launch on the 6th.... I'll highlight the main points so that developers can read past my details.

1) What is the future of the open source part of this project, I'm assuming there already is a private or offline repository that the main beta written on, and compiled to the test team? I know the public commit is on github atm, build #398. Based on the features and stuff implemented it looks like quit a bit of differences. I'm not lawyer but I'm hoping you checked into which licenses were used for the source code, whether gpl, mit etc.... because some coding licenses require full source code available to not be in breach of law. I understand that certain parts of the server code (particularly cheat detection code needs to remain private). Just want to make sure you thought of this.

2) Server Questions and direction: I know the idea is to make this into one big mmorpg like the original, but that brings me to the second point, wouldn't a very successful launch paint a big target on this by a certain companies legal team? Going along with the opensource aspect, perhaps continuing to have functions not relying totally on a central server would be a good idea. Not saying you shouldn't make a central server as that is the intended idea, replicate the big ea land TSO world. I've worked on projects that had similar issues. After the sims online there was a game called secondlife (3d avatars looked a little like sims 4), they started out by opensourcing most of their game in order to cut down on development costs. A few projects sprung up by these codebases, opensim, for example. Unlike secondlife opensim was all local based servers, so you could do either one of two things, replicate a secondlife experience getting a lot of people and thereby content, or find someway to connect these local servers. I process called hypergriding was used. And in fact was once tested on the main secondlife grid from and opensim grid just for testing at one point. Content from one grid could be locally downloaded to another grid, and vice versa was the protocol. Now secondlife is a game of a real life economy you can trade and even make real money (they have a functioning currency), so this obviously was the one thing that couldn't be hypergrided. And it becomes a bit of permission nightmare and potential for distruptive code. Since the company that makes secondlife even included a lsl coding langague that could be used in game to write scripts and extend gameplay. Now these are two different beasts, secondlife vs the sims online. Secondlife is all about user created content and buying and selling it and land with real money, sometimes into the $1000 dollar range least on land buying. Back when I played, 270 lindens equaled a dollar and there was a whole system of land barons etc, creating content just to pay for their 350USD$ a month tier. Obviously the project here can't become that, as it would be shut down asap. As the simantics code and textures, meshes,scripts are all owned by Electronic Arts.

I think secondlife made a bad decision for the end user, (maybe good for their business initially), by relying on all content to be controlled and all servers run by them. I wasn't even a sim owner but over the course of the 8 years I played it I spent probably 10k real money. Mostly on land renting, and items i bought that did guess what, cover other peoples ridiculous land tier.

For the last few years as the opensim opensource codebase catches up to the functionality of secondlife, and prices have risen there has been a mass exodus from it. Linden Labs the owner of secondlife could decide to shut it down, and we'd be much in the same situation as ealand did here, except they opensourced the code so it would not be lost in this scale of ealand.


3) so my point is you need to balance making this tso ealand thing a real mmorpg like it was, yet think about ways to keep the project from being shut down. Obviously asking for money is out of the question as is real currency exchange in game for example. One way to do this is to decentralize at least a bit of it, otherwise a successful jan 6th etc could lead to a shutdown court order. Other internet protocols have avoided being shut down by being decentralized like bittorrent for example. Also sadly publicity might be a problem, so press could be an issue. I'm going to bomb Kotaku if they ruin this game too for example. <-figuratively with angry frowny faces that is. ;P

As I see it the TSO engine is actually better at a "hypergrid" style system then opensim even was. Secondlife/Opensim has a horrible coding strategy, where all content including avatars meshes textures, scripts, are downloaded realtime to users and barely cached for the next visit. Besides making this slow, servers expensive to run, this creates a huge headache with more people in game. TSO and simantics doesn't have to do all that, luckly, as all the content so far is already stored locally on the users computer. All it has to do tell the computer what data to put where on display at what order and time. Doesn't have that kind of bottleneck.

4) back to the mmorpg aspect, obviously having a central server connected to smaller external servers would raise fairness questions. ie: if someone came on the game brand new and brought 100,000 from their lan server to this one, it would make someone who worked hours to make a 10th that in simlions angry. Perhaps their could be two currencies then one stored only on the main server, and others for the public ones. That would keep things balanced. There are plenty of similar strategies.

5) another good thing about having private server part continuing besides keeping the project alive and more improbable to shut down is international groups, unless you plan to learn and moderate all languages its going to become quite a headache. That brings me to my last question. How do you plan to moderate all of this, it sounds like a massive undertaking? Couple this with server load, game balancing, anti-cheating, glitch fixing, and downright downtime, even triple A companies with billions of real money backing them have problems with this. The more popular this comes the more headache it will become to manage all this. This is why in everything from companies to countries have tasks delegated and subdelegated. Otherwise total anarchy.

*My main suggestions is maybe not on the 6th (since you have all this work cut out for you already) but sooner then later, not to forget about giving people the ability to run their own fiefdoms within reason on perhaps a web like structure in addition to the main grid.* If you can't agree to decentralize any, and the codebase becomes totally proprietary, this can turn from a fun life passions project, into a legal shutdown nightmare in a short while.

If when this becomes successful (which I want it to be by all means), i just don't want some lack of foresight at the beginning to be its inevitable undoing.

Sorry about the long post.
 
It's been stated numerous times by Rhys that what he has done basically prevents him from being targeted by any legal team. FreeSO is a glorified "object previewer" that draws from the TSO's main files. You can't have FreeSO and not have TSO, you have to have both.

The only way that EA can take any action is by shutting down access to The Sims Online's installation files.

And I highly doubt they don't know about this by now. They have ears and I know a number of fan sites already know about the existence of FreeSO's project.

It's also been stated by Rhys that he does plan on providing the ability to host our own City Servers, but mind you that hosting a server of that size is expensive in it's own right and will require a bigger server-hosting source than what most people can provide on their own for free.
 
It's also been stated by Rhys that he does plan on providing the ability to host our own City Servers, but mind you that hosting a server of that size is expensive in it's own right and will require a bigger server-hosting source than what most people can provide on their own for free.

I was hoping that, but finding information about this project requires a lot of digging on these forums, so sorry if it was stated already; as we know there are people that like to tinker with their own pet projects, and then their are people that like the social aspect, keeping both groups happy is sometimes difficult but worthwhile IMHO.

Has there been any setup for moderation team, outside of the codebase tools? I can only imagine how much time it would take away from actual improvements if Rhys had to answer every complaint about somoene built this on/near my land/returned my objects, your house is an eyesore, harassment, and cheat accusations.
 
It's been stated numerous times by Rhys that what he has done basically prevents him from being targeted by any legal team. FreeSO is a glorified "object previewer" that draws from the TSO's main files. You can't have FreeSO and not have TSO, you have to have both.

The only way that EA can take any action is by shutting down access to The Sims Online's installation files.

And I highly doubt they don't know about this by now. They have ears and I know a number of fan sites already know about the existence of FreeSO's project.

It's also been stated by Rhys that he does plan on providing the ability to host our own City Servers, but mind you that hosting a server of that size is expensive in it's own right and will require a bigger server-hosting source than what most people can provide on their own for free.
I agree, also, a lot of major simming websites that are VERY affiliated to EA games even tho they don't admit it such as SimsVip and simscommunity already posted about FreeSO, so there's nothing to worry about. TSO for EA Games it's an old game, but we are bringing it back to life, what's wrong about this? Sales for Sims 4 can't be worse so there's no problem about that lol
 
If EA does turn its greedy $$$ eye on this, i wonder if there is a way to placate them without giving up full control. Maybe some dlc or something hahahah that would be ironic. I'm sure they'd love to make money on something without spending money on it or providing support. lol

Anyone remember sims social on facebook, thx a lot ea. lol

Don't get me started on sims 4 lol....... or what they did with the last patch on sims 3. I just like to make sure things are thought of, I'm a contingency plan, fallback sort of person, as well as a bit of a pessimist.
 
1) All code that is ready or licensed is currently committed to the repo. It is not necessary to commit code to the repo that you do not release the binaries for, so even if we use copy-left libraries in the closed plugin code, we do not have to release it unless we release our binaries. It's up to server owners to create their own botting and multi-account mitigation techniques.

2) The FreeSO client and server are standalone applications which do not include any copyrighted material. There is no legal basis to go on, even our name does not contain "sims", and technically you could replace all the avatar meshes with dragons or whatever and the game would still work. There are clauses in their original terms of service about private servers for the original game, but this is no such thing - we are running a FreeSO server, which is largely incompatible with the TSO client.

3) Decentralisation in the way you are suggesting (game content distribution) is even more of a legal risk, and will completely ruin any economy gameplay. Due to the nature of the game, it is also impossible to trust random peer servers with anything. The only gameplay possible with this hosting style is sandbox style gameplay.

4) isn't this the same as 3?

5) "Moderation" will only be for banning users who disrupt the gameplay, eg botting, multiaccount, ignore list avoidance, exploits, spamming. This does not require understanding of multiple languages. It is up to users to ignore and lot admit ban other users they have a personal problem with. We can't be everywhere at once, but the server software can be. The only reason TSO got this wrong is because it financially benefited them to have multiaccounting users.

Ignore list should do a few extra things too, such as hide their lot if you join a lot with it being a surrounding one.
 
2) The FreeSO client and server are standalone applications which do not include any copyrighted material. There is no legal basis to go on, even our name does not contain "sims", and technically you could replace all the avatar meshes with dragons or whatever and the game would still work. There are clauses in their original terms of service about private servers for the original game, but this is no such thing - we are running a FreeSO server, which is largely incompatible with the TSO client.

YAY DRAGONS!

3) Decentralisation in the way you are suggesting (game content distribution) is even more of a legal risk, and will completely ruin any economy gameplay. Due to the nature of the game, it is also impossible to trust random peer servers with anything. The only gameplay possible with this hosting style is sandbox style gameplay.

Your right maybe a designated Sandbox mode, might be a way to do this, more of testing area (inside testing area, or at least a tutorial area), just a thought. Splitting it into several sub servers, does have its dissadvantages too namely a lot of empty servers and bored people. Linking sims also has in any sort of way also has its obvious security/stability concerns.

Again sorry about the questions, I guess a lot of the joy will be gainined and apprehension will be relieved on the 6th, when on the 6th btw, what time zone or is it kinda a secret so that the servers don't get too overloaded initially?
 
It's been stated numerous times by Rhys that what he has done basically prevents him from being targeted by any legal team. FreeSO is a glorified "object previewer" that draws from the TSO's main files. You can't have FreeSO and not have TSO, you have to have both.

The only way that EA can take any action is by shutting down access to The Sims Online's installation files.

That's what I'm wondering, if the company might ever take down the installation files. I mean, if they somehow got pissed and removed them. We'd be up a creek.
 
That's what I'm wondering, if the company might ever take down the installation files. I mean, if they somehow got pissed and removed them. We'd be up a creek.
We'll never lose the files as plenty of people have them now but it'll be a lot harder to distribute the game if they stopped hosting it. However, some one found another version on the wayback machine of TSO so that could always be a potential backup if the one hosted on EA servers goes down.
 
We'll never lose the files as plenty of people have them now but it'll be a lot harder to distribute the game if they stopped hosting it. However, some one found another version on the wayback machine of TSO so that could always be a potential backup if the one hosted on EA servers goes down.
^ This.

If we're getting quite technical, it would be illegal in most countries to share the TSO installation files with each other should EA take them down and have them removed from cache giants such as Wayback.

However, there are many ways around this, probably number one being to have a user in a country that is (at least unofficially) exempt from US Copyright Law simply host the files or a torrent tracker.

Enforcement of Copyright Laws is extremely weak and complicated right now, and it's really only the Motion Picture Association of America (MPAA) and the Recording Industry Association of America (RIAA) that actually invest resources into pursing potentially guilty parties.

Rest assured, nothing illegal has occurred at this point.
 
A video of FREESO was posted to The Sims sub reddit today, so, I'm just hoping that doesn't cause any problems.... either from the company or the possible high traffic that might bring.
 
You may want to rethink this, as the bandwidth issues etc. from yesterday would make a decentralized setup less problematic. When i mean decentralize it could apply to just the api as well. Where there is a seperate website, login server, registration server etc... We all know that triplea companies like EA struggle with running servers, let alone a gpl project like this, i think the demand was more then you had anticipated, I thought i'd shout this out as you need to rewrite the api anyways. Cheers!
 
Oh, just want to be clear, I didn't post a video on reddit, someone else did.

But I had asked on one of the posts if posting elsewhere was a good idea, but, never got an answer.

My thinking was to not publicize it until everything is up and working. Clearly, there are people aware and want to play, so maybe posting about it other places should be a no-no for awhile.
 
Back
Top