TSO-SE Discussion Thread

Blayer98

Active Member
I decided to make this thread, for anyone who wants to discuss about NIOTSO/TSO-SE.

If there's another thread like this, let me know! :3
 
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Technically I'm still working on it, I'm trying to get something to work on it. Fatbag might not be working on it, but I am, I'll only stop when Fatbag actually shuts NIOTSO down. Also, it's Inactive, check the NIOTSO Wiki.
 
What are you still working on??? networking???, seems that niotso page is outdated there are no news, also what is TSO SE???
 
I stopped working on the Niotso client/server in 2013 when I changed my focus to TSO-SE. TSO-SE is documented here:
http://wiki.niotso.org/Maxis_Protocol

I originally wrote this in the readme for TSO-SE:
TSO-SE ("The Sims Online Server Emulator") is not a serious project, but a curious one attempting to see just how far the game's original protocol can be cracked.

But now that we've gotten into Select-A-Sim, Create-A-Sim, and the map view, and we've documented so much about the game's binaries, it's becoming more "serious", but I still don't know if I can expect that we'll make it into the lot view.

I consider TSO-SE to be a Project Dollhouse project. Afr0 said he's fine with the merger but wishes I would contribute something to the PD client. When I get more time, I'll fix many of the UI annoyances we have currently (e.g. make the cursor change when you hover over a text box, make the head in the pie menus rotate correctly, and add support for right-click camera panning), and then if Buy and Build Mode haven't been implemented by then, I'll see if I can add those. (Unless Rhys, Afr0, or Darren wants to.)
 
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Project Dollhouse is based from tso se or niotso?? becuase all features youre talking are the base of the PD project right now...
 
Darren left the project at the start of this year, so there's not much chance of him implementing buy/build mode. It's on my list after monogame and routing (buy first, build second), but if anyone else were to do it first that wouldn't really break anything.
 
About world developtment i think youre the only one that can get it Rhys, also for buy/build, and why is the reason that fatbag need a different tso-se and do not better contribute to help this project??
 
I might be wrong, but I think Fatbag may be reluctant to contribute to the game engine reimplementation as he doesn't have much game development experience - despite that though he is smashing at reverse engineering, x86 analysis and algorithms (and writing clean, professional code, because mine is an absolute mess!), which have all benefited us greatly.

Buy/Build is very "gamedev" but there will need to be a lot of backend changes to allow dynamic edits to the objects while the game is running. TSO does not pause when in buy/build! Moving objects creates a temporary "ghost" object that is only displayed locally and has no real function, until the object is placed, at which time before placement you need to verify that the object's Occupied flag is not set. That might make it quite hard for anyone else to contribute to, as the SimAntics engine will need to be modified.

The other mystery element of improvement is the HIT system, which just barely works right now (90% of sounds - ones with special code break down). That might be easier to start contributing to - I've tried to keep that section of code clean, despite the huge amebo-style interpreter class & table.

Also, he has previously stated that he's busy with other things, so I think he doesn't want to become committed to PD.
 
I'm definitely not! I've been wrong countless times about some of my previous intuitions about how things should work - I tend to speculate a lot before doing real testing. I'm guessing you meant something else and it didn't translate well. :p
 
Just talking about youre good experience with this, and you say things like it been, but have you readed my messages?
 
Project Dollhouse is based from tso se or niotso?? becuase all features youre talking are the base of the PD project right now...
Project Dollhouse and NioTSO were created for different reasons. Project Dollhouse was made made for us to play ASAP and the most efficient way possible - I assume, while NioTSO did it for the research. However, since NioTSO wanted to reverse engineer every last detail, it was easier to just make an server an emulator.
 
This is something that has been pondering me for a while but I've been thinking about dropping my C# learning for the NioTSO client, leaving it compatible with PD's protocol. But, I won't.
 
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