Will Project Dollhouse Be TSO or EALand?

AidanM said:
Basically they are married. Its just the game doesnt show it to the public,Just list it on the profiles. And otherwise,THis question might be a little weird,Now i only want a simple yes or no. Can 2 sims in the sims online woohoo? (In which no npcs *i bet there isnt any just to note. :l* or *Computer as in not real people but computer operated sims which i bet there wasnt none of that either,Real other sims actually playing making their sims do the stuff and talk* Just 2 actual sims. Now please,Just tell me a simple yes or no.
Ummm yes? You can have some hot blurred out sex in the love bed or hot tub. Doesn't matter if your friends or enemies. You control your sim. What they say and do. The other player accepts the interaction by clicking the smiling face or declines by the frowning face. NPCs were- maid, gardener, ice cream/McDonalds food cart, roulette tables, and customers for the diner job. That was more than you wanted to know but I wasn't sure if you were asking if you could just have sex or not. There ya go :lol:


At least you answered my question:"Do the sim that get clicked on by another player choose weather they want to accept the action or decline." You answered it by saying:"The other player accepts the interaction by clicking the smiling face or declines by the frowning face." Thanks! And thanks to the whole woohoo one. :shock:
 
And whenever you wanted to ignore someone or at least not accept a specific interaction, you could just not do anything and wait until the interaction timed out. It was the "nice" way of rejection. ;)
 
frankie said:
And whenever you wanted to ignore someone or at least not accept a specific interaction, you could just not do anything and wait until the interaction timed out. It was the "nice" way of rejection. ;)

Wow! Thanks guys! And one thing's for sure,My character will be a nice one,I will be accepting all interactions! ^^ (Well it depends, o_O)
 
I really hope its gonna be like the original TSO c:
xezno said:
Afr0, I may be able to help with implementing 'pets'...
You see, I make Minecraft Mods and kinda know C++, C# and a little more.
It's gonna be a challenge. Well then, first you need to:
* Set up the players and stuff (get the servers working) so that the pets can be 'tamed' by one person and so that other people cannot steal it
* Set up the maps - it will be tricky getting pets in if there's no map for them to be on.
* ETC...

I now hope everyone knows why pets is far down on Afr0's list - many things have to be done before it...

-- Xezno
Minecraft is java, just saying XD
 
I develop in C# and Java, they're almost the same:

C# is literally better than Java.
Search google for why.
 
xezno said:
I develop in C# and Java, they're almost the same:

C# is literally better than Java.
Search google for why.
Alright, sorry. I just felt like I needed to say that :p

*good for me to know since I'm gonna study game development in like a year.. although I have no idea how to*
 
You'll wanna start with printing "Hello World" to the screen XD
That's for noobs.
I started off looking at the source code of Minecraft.
(It made me think:
Xezno's Brain said:
Someone smashed their head on the keyboard, and it made a cube. wow.
)
 
xezno said:
Afr0, I may be able to help with implementing 'pets'...
You see, I make Minecraft Mods and kinda know C++, C# and a little more.
It's gonna be a challenge. Well then, first you need to:
* Set up the players and stuff (get the servers working) so that the pets can be 'tamed' by one person and so that other people cannot steal it
* Set up the maps - it will be tricky getting pets in if there's no map for them to be on.
* ETC...

I now hope everyone knows why pets is far down on Afr0's list - many things have to be done before it...

-- Xezno

Main priority now is getting a programmer for porting the client. See this for details.
I'm a little wary of involving new programmers into the core team (which currently only exists of one other person in addition to myself), because of bad experiences during The Sims Online Restoration.

To clarify: to be a member of the core team, you have to be motivated and dedicated, whilst having enough knowledge that you don't become a burden on any of the other members. I've been programming for > 10 years, and this project still demands that I learn new things all the time.
 
Well, I remember some Nick person when TSOR was active. He used to churn out a bunch of progress. But I have no idea what happened to him after the site closed. I hope you do find someone who is mature and responsible enough to handle whatever tasks he/she needs to handle.
 
You're refering to Nicholas.
Yes, he was making a lot of progress.
The downside was that his code was usually quite buggy and/or incomplete, uncommented (and thus unmaintainable) and made stupid assumptions.
As an example, he decided it was "ok" to load every single object, wall and floor in the entire game during the loading screen. As a result, it took around 7 minutes to load the game. He told me he was going to "optimize" it later on, and I told him there's no need to load everything. He told me I was a fool.
Now we have the loading down to 12 secs, and we're still loading all the meshes into memory.
 
Afr0 said:
xezno said:
Afr0, I may be able to help with implementing 'pets'...
You see, I make Minecraft Mods and kinda know C++, C# and a little more.
It's gonna be a challenge. Well then, first you need to:
* Set up the players and stuff (get the servers working) so that the pets can be 'tamed' by one person and so that other people cannot steal it
* Set up the maps - it will be tricky getting pets in if there's no map for them to be on.
* ETC...

I now hope everyone knows why pets is far down on Afr0's list - many things have to be done before it...

-- Xezno

Main priority now is getting a programmer for porting the client. See this for details.
I'm a little wary of involving new programmers into the core team (which currently only exists of one other person in addition to myself), because of bad experiences during The Sims Online Restoration.

To clarify: to be a member of the core team, you have to be motivated and dedicated, whilst having enough knowledge that you don't become a burden on any of the other members. I've been programming for > 10 years, and this project still demands that I learn new things all the time.
I know C# well and have been programming for about 3 years.
 
Then you should be able to port the client to MonoGame! See the post that I made about that for details...

If I feel you are doing a good job, I might give you something to do when we start working on the second milestone.
 
Afr0 said:
Then you should be able to port the client to MonoGame! See the post that I made about that for details...

If I feel you are doing a good job, I might give you something to do when we start working on the second milestone.
I'll consider it, but I will be able to do it in my SPARE TIME
 
After the Kon tiki milestone? Cool! I'll get to work on it, just look at the Monogame post I made for info :)
 
I wanted to code when I was younger, but I found animating and I was hooked, So instead of coding I do animations, quite fun.
 
Afr0 said:
Pets is definately one of the features I'd like for Project Dollhouse. However, it is pretty far down on the TODO list.
Anything that doesn't directly relate to "getting the game working" is, at the moment.

Edit: I've also always been interested in what gameplay situations could occur if players could get kids together. The problem is that none of the clients come with any kid meshes or skeletons. :\

I have a copy of The Sims 1.
 
So do I. But that's not the point - the point (I didn't spell it out cos I thought it would be obvious) is that we can't legally distribute anything from TS1. We could, I suppose, support loading kid meshes and skeletons if a user has TS1 installed, but then we'd have to figure out what to do for those users who don't have it.
Theoretically we could just replace kids with adults on those user's clients and pretend nothing happened...
 
Back
Top