TSO-SE Discussion Thread

Clicking Accept does what the last image shows, but I can't get out of it or click anything. I have to exit via Task Manager (Since someone at Maxis broke the Exit button.)

Most obvious reason why I can't do anything is because it's requesting a response packet, which we can't do, since we're in NoNetwork and offline, hacking a ConnectionEstablished would be a bad idea...

So, for now, Me and Fatbag are going to look through the clsids and see what works for MapView_RollOverInfo_Lot_Price.
 
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judging by the current influx of progress I'd estimate 1-2 years minimum.
Dude, douche stop to give estimates when you have no idea and not enough knowledge about it to say this instead of those who can afford(like Fatbag), thanks !
 
Dude, douche stop to give estimates when you have no idea and not enough knowledge about it to say this instead of those who can afford(like Fatbag), thanks !
What?
Anyone can make estimates. I'm just stating my opinion; you cannot stop me from doing so.
 
I wouldn't make estimates on a project like this. I did on PD, and that was "before 2015"... I never anticipated a year long writers block. 8O|

And no, as things appear right now there is no playable version in sight, because of how complex emulating the simulator server might be.
 
How long would it take to make a Sims Online private server?lots of other projects like toontown rewritten or the new warhammer online private server all have one.unless this is a private server?
 
I wouldn't make estimates on a project like this. I did on PD, and that was "before 2015"... I never anticipated a year long writers block. 8O|
1. Q2 2015 is my estimation
Q2 2015 is just a little conservative...
Me neither.

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How long would it take to make a Sims Online private server?lots of other projects like toontown rewritten or the new warhammer online private server all have one.unless this is a private server?
Considering I wrote a Minecraft server (...ish...) in Python in under a few months, from experience I can say it's difficult even with documentation to guide you along the way. One of the first things I (tried) to do to contribute here was read all of the packets and work out what they did in PD, so that somebody could, if wanted, create a server in say F++ or Python (or Assembly if you're that crazy).
 
So if i start making a private server i would finish it up in a couple of months?what do i need?does it work in a similar way as minecraft?
 
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Okay:
Minecraft's packets and handshakes are documented, whereas TSO's are not. Blayer98 and Fatbag are reverse-engineering TSO's packets to create an emulator therefore it will take significantly longer. It takes a lot of patience and knowledge to do it, whereas if you're emulating something that is documented it is not. TSO was never documented because it was a closed-source product; therefore research takes a long time, thus so does creating an application to emulate the TSO servers.
 
Okay:
Minecraft's packets and handshakes are documented, whereas TSO's are not. Blayer98 and Fatbag are reverse-engineering TSO's packets to create an emulator therefore it will take significantly longer. It takes a lot of patience and knowledge to do it, whereas if you're emulating something that is documented it is not. TSO was never documented because it was a closed-source product; therefore research takes a long time, thus so does creating an application to emulate the TSO servers.
Well, no.. it's because there was no need for private servers, at the time. It being closed-source has never stopped the community from understanding The Sims 2 and above.
 
Well, no.. it's because there was no need for private servers, at the time. It being closed-source has never stopped the community from understanding The Sims 2 and above.
They were only documented because they had been reverse-engineered, they are still closed-source programs.
 
So how could i document TSO?Would it work if someone would make a private server of TSO?Why hasnt someone already made one?
 
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Please stop bickering... :mad:

Anyway, Me and Fatbag are slowly making progress with the DataServiceWrapperPDU, but since NIOTSO (...and TSO-SE) AND PROJECT DOLLHOUSE have both taken around 4 (or maybe 5) years to develop since 2011, it's obvious that restoring TSO is a big project, as no-one has attempted to figure out TSO like we are now. Please don't give estimates, as this can get hectic and people start rushing to get the game out the door that has unstable glitches, which IS possible with TSO-SE. :p

I wouldn't make estimates on a project like this. I did on PD, and that was "before 2015"... I never anticipated a year long writers block. 8O|
And no, as things appear right now there is no playable version in sight, because of how complex emulating the simulator server might be.

Rhys pretty much stated was I was going to say about this. :p
 
SimsPolska: the long and the short of it is that if you have to ask where and/or how to start out, you don't have what it takes to do it. If you have what it takes, you will know and won't have to ask questions.
 
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