The Sims 2 Online?????

Nahuel3d

Active Member
Since TS2 uses a modified SimAntics engine, i guess it would be a good idea to move to a TS2O project some time after finishing FreeSO
There is no way to get TS2 from Origin(but you can get all the expansion and stuff packs for free if you have got the game on Origin) So, expansion and stuff packs aren't a problem
Would this be possible with a fork of the FreeSO SimAntics VM? It would be cool considering TS2 is a lot more advanced and you can make more unique Sims
 
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Yes, it is entirely possible. The main concerns are the vastly different content system, object 3d animations, complex terrain tools and facial animations+construction. (which I don't think anyone has figured out?) If this is done, it'll probably use Unity or something to make my life less of an HLSL -> GLSL hell.

TS2 also has a more complicated routing system and is generally more polished in every area. It would be hard to make it look "authentic".
 
Wait, I thought Will Wright had said TS2 was completely built from scratch? It used the same engine TS1/Online used?
 
Wait, I thought Will Wright had said TS2 was completely built from scratch? It used the same engine TS1/Online used?
Yep they build it from scratch due to a Office Fire, Sims 2 would be look like Sims 1 if that fire didn't happend ^^ although, Sims 2 Beta(before the Office fire) was a bit more realistic and fun
 
Yes, the environment is the same with a few additions. You can look through the scripts (in the worst possible layout) with SimPE, and Mod The Sims Wiki has a lot of information on primitives which mostly turn out to be exactly the same (i think they may use int32 values more). What they built from scratch was likely everything else - animations, routing and graphics.

The later expansions allowed use of lua scripts for objects.
 
Yes, it is entirely possible. The main concerns are the vastly different content system, object 3d animations, complex terrain tools and facial animations+construction. (which I don't think anyone has figured out?) If this is done, it'll probably use Unity or something to make my life less of an HLSL -> GLSL hell.

TS2 also has a more complicated routing system and is generally more polished in every area. It would be hard to make it look "authentic".
Is it even possible to make TS2 on Unity?? And also make it look authentic????
I'm saying this because all the unity games that i sae have got the same graphics....
 
Unity is a game engine. I don't know what you mean by them having "the same graphics", do you mean lighting setup? Any attempts at it that I would make would use the original game resources. If anything it has the potential to make things easier, with dynamic lights and various global illumination techniques built right in.

If there were any problems, I could just move the codebase to C# + Monogame again anyways, though by then they'd have to have cleaned up their HLSL->GLSL mess. Initially it would be a prototype, so unity would be the starting point.
 
Unity is a game engine. I don't know what you mean by them having "the same graphics", do you mean lighting setup? Any attempts at it that I would make would use the original game resources. If anything it has the potential to make things easier, with dynamic lights and various global illumination techniques built right in.

If there were any problems, I could just move the codebase to C# + Monogame again anyways, though by then they'd have to have cleaned up their HLSL->GLSL mess. Initially it would be a prototype, so unity would be the starting point.
Oh, cool. It shoudldn't be too hard to figure out the facial constructions and animations.....i guess they are files with a bunch of vertex and face values.
In case you can't figure them out.....you could make your own right? Or would that have legal implications?
 
You'll need to decompress files, and that's what I got stuck on when I was coding my TS2O because decompression is bloody difficult.
 
Deconpression is the least of my worries. So long as the formats are publically known (they are) you can write a decompresser with your hands behind your back. I've written a ton of these, including ones for RefPack and Nintendo formats.

SimPE looks like a bit of a mess so I'd prefer restructuring the code and building it up in a way that makes sense to me.
 
Deconpression is the least of my worries. So long as the formats are publically known (they are) you can write a decompresser with your hands behind your back. I've written a ton of these, including ones for RefPack and Nintendo formats.

SimPE looks like a bit of a mess so I'd prefer restructuring the code and building it up in a way that makes sense to me.
That's just it though - SimPE is a mess. There's no other way of putting it.

EDIT: Another thing is, while the compression & file formats are well documented different sources say different things even for the same versions, causing further confusion.
 
The solution to that is literally just work out the kinks yourself. I've did it for literally every primitive in TSO.
So... Did you have to guess what each primitive did or did you figure them out in another way? Sorry for being too curious :p
 
So... Did you have to guess what each primitive did or did you figure them out in another way? Sorry for being too curious :p
A mix of both. We obviously have EA-Land edith and the original game to mess with things.
 
The only problem is that there is no way to get TS2 from Origin(but you can get all the expansion and stuff packs for free if you have got the game on Origin) So, expansion and stuff packs aren't a problem

Just my 2 cents, if you have a retail version of the game you can ask Origin support to give you the digital game with the serial number. I did it in January 2015.
 
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