Forum Discussion
14 years ago
Cyron43 wrote:Anavastia wrote:
Another question can you explain the again how assigning an i.d. to the base game sim content prevent cc from coming through?
When the producers said no cc will make it through Simport I was under the impression it goes like this:
1. Create a container of a specified structure. That structure is described in a contract (for developers: Interface). This structure is defined at all endpoints (clients and server)
2. Query the Sim's data like face and body vectors, skin color, eye color, traits and things like that. Put that data into the container.
3. All objects and textures must have a unique ID. Query these IDs and object types and write them in a list which is part of the container.
4. Query all colors and write them in the list, together with references so that the software knows what object or texture gets which color(s).
5. Attach the target client's ID (our accounts) to that container.
5. Transport that container to the server at EA.
6. The server buffers this container and notifies the target client of a Simport request. One day timer starts.
7. The target client downloads the container.
Now for the part we are talking about:
8. A Sim gets assembled with all the data of the container. Hence we only have object IDs the software reads the entries of the ID list and queries the database of installed content (DCCache) for the IDs (yep, packages in the mods folder wouldn't be recognized).
If it can be found the Sim gets that object attached.
If not then a default object of the same type gets placed instead.
Quite obvious reality looks different. :?
It seems they just transfer the Sim as is. The reason for this could be they saved themselves work and time by using just the exchange server. :roll:
Actually this would be a good fix because i think i just said the simplified version of this.
Which means simport makes a copy of the cc sim but assembles it with default i.d. content of the game, and not the actual custom content. Which means the cc content never is downloaded into player 2 game. I think this is a good solution and how it should originally work.
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