TSO-SE Discussion Thread

Out of curiosity, Blayer98, when you say "we", I'm assuming you mean you and Fatbag. What exactly is it you do other than testing?
Do you have experience with reverse Engineering?
That makes you either the geekiest guy on the planet (no offense!) or even more of a bonified genius than Fatbag, given your age...
 
Out of curiosity, Blayer98, when you say "we", I'm assuming you mean you and Fatbag. What exactly is it you do other than testing?
Do you have experience with reverse Engineering?
That makes you either the geekiest guy on the planet (no offense!) or even more of a bonified genius than Fatbag, given your age...

lol I help Fatbag and give advice on anything important.
He's more like "I'd play the safe way, sort of" where I just barge in. :p
I also know how to put up a packet or two with hexadecimal coding, anything OllyDBG related, he helps me with :p.
 
He must have a ton of patience, that kind of thing isn't easy for someone with very little programming experience.
 
GOOD NEWS EVERYONE! :D

Multiplayer Is officially working on TSO-SE! And has been since Fatbag made a newer version of TSO-SE last year... :p (This version does not support sending packets yet, I've just messaged Fatbag to try and add backwards compatibility.) As you can see, there are two clients connected to the same cityserver, and they both work fine! (The old city server does NOT support multiplayer, and attempting to connect any more than 1 client will crash the connecting client.)
Here is a screenshot!

upload_2015-2-16_21-47-25.png

The new cityserver I own is an early version of it, and Fatbag has put development on hold, since we were both working on other TSO projects, such as a tool to find out Class IDs.
I'll talk to Fatbag and ask if he doesn't mind the early version being used. :p

PLEASE NOTE: This new version (like I said above) doesn't support sending packets yet, the old one does, however, so you may want to keep it to be able to send any extra PDUs such as starttime.dat or searchexactmatch_abcdsim.dat.
 
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Also i have a question,when Tso-Emu gets most of the stuff working and will be playable,will we be able to play the sims online again?
 
But OpenTSO/xTSO and TSO-Emu "True" was nothing like The Sims Online. While hoax is a bit of a stretch (unless he's referring to that EA knockoff), it's fair to say that it was lie. There was nothing "Sims" or "Sims Online" about those projects but the name and some copy and pasted images taken from the game. You couldn't even have your own custom Sim, let alone account. It was all hard coded.

On another note, I think this subject deserves to be split into it's own topic.
 
But OpenTSO/xTSO and TSO-Emu "True" was nothing like The Sims Online. While hoax is a bit of a stretch (unless he's referring to that EA knockoff), it's fair to say that it was lie. There was nothing "Sims" or "Sims Online" about those projects but the name and some copy and pasted images taken from the game. You couldn't even have your own custom Sim, let alone account. It was all hard coded.

On another note, I think this subject deserves to be split into it's own topic.

Lie? xTSO wasn't a lie. It was just very unfinished. In fact, if Xezno had kept going, he probably would have come close to Project Dollhouse at some point. It would have just taken him a tremendous amount of time, because he still had so much learning to do.
I should know, I've learned tons from Project Dollhouse, especially about parallel and graphics programming.
The thing about programming that I like is that if you can dream it, you can build it. But obviously there are always new things to learn, and if you're still learning the basics, it will slow you down.
Ironically, this brings me to the reason why I started writing; my ideas always required too much content that would have taken me too much time to create on my own. I could get the CPU to procedurally generate content, but that is an area still explored by leading game developers and as such is way out of my league. And even then there'd be too much content!
So, while what I said about programming still holds true - if you can dream it, you can build it - you have to make compromises that impose on your creative freedom if you're a one-man team.
Writing, however, is truly limitless. No compromises. If you can put a word to it, it will live outside your imagination forever.
 
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Lie? xTSO wasn't a lie. It was just very unfinished. In fact, if Xezno had kept going, he probably would have come close to Project Dollhouse at some point. It would have just taken him a tremendous amount of time, because he still had so much learning to do.
I should know, I've learned tons from Project Dollhouse, especially about parallel and graphics programming.
Afr0, I know you mean well but Project Dollhouse was made using framework designed to build games. xTSO was made using WinForms with images copy and pasted from TSO and possibly PD.

Meanwhile, I've been working my ass off understanding the .NET Framework, watching Microsoft's Build videos (which go into detail on Visual Studio and now Git/GitHub), and putting the pieces on my own smaller games in MonoGame, and taking notes whenever I can. All to the point where I've reached the level where I feel confident poking and prodding PD's code again.
 
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Afr0, I know you mean well but Project Dollhouse was made using framework designed to build games. xTSO was made using WinForms with images copy and pasted from TSO and possibly PD.

Sure, a lot of it would have to be rewritten, but that's part of the learning process. Lots of PD's code was also rewritten several times over.
 
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