Ooh, wait a second, the idea that hit me just hit me with another idea, and the more I think about it the more I'm convinced that's what those were. EA fixed something about the almanac, and I was just reading in the other thread that the aforementioned code could be responsbile for clearing the almanac data.
So I'm thinking EA had that code to clear data in the 4 delegate functions but then they moved it to those methods instead, to fix something. If that's the case, it could be a good place where to intercept the service inizialization
Creating an NRaas project Attn C# Devs: Traveler
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I am getting into the habit of typing in notepad then pasting. This site eats a lot of text that I sometimes spent ages typing because I'll go and wade through reflector and add information based on what I find. It's incredibly frustraiting when that research goes out the window.
As for when they run, you could always hook into them and then see if EA's listeners are still gone after you move/switch by adding an occult or buying a bathtub. An alarm that runs that often to supress a notificiation is heavy, I agree.
The code that clears the alamanac data is the code in PrepareToBecomeActiveHousehold. Using a Twallan method of switching doesn't do it as he has it commented out but EA's method does. It doesn't clean up the descendants though which causes them to get away from the alamanac effectively leaving them in limbo forever. When you switch back to the other family the game generates even more descendants and eventually the future town becomes overan with them. It was a good thought but those listeners have been blank like that since 1.63. They still might be doing something though.
@SimAd Indeed you can but it's much more fun to see code. I still believe that DLL really is a .NET assembly that has been obfuscated. I don't see why though, this engine isn't anything ground breaking that another company is dying to copy. It would serve as a great reference of what not to put in your engine though.
As for when they run, you could always hook into them and then see if EA's listeners are still gone after you move/switch by adding an occult or buying a bathtub. An alarm that runs that often to supress a notificiation is heavy, I agree.
The code that clears the alamanac data is the code in PrepareToBecomeActiveHousehold. Using a Twallan method of switching doesn't do it as he has it commented out but EA's method does. It doesn't clean up the descendants though which causes them to get away from the alamanac effectively leaving them in limbo forever. When you switch back to the other family the game generates even more descendants and eventually the future town becomes overan with them. It was a good thought but those listeners have been blank like that since 1.63. They still might be doing something though.
@SimAd Indeed you can but it's much more fun to see code. I still believe that DLL really is a .NET assembly that has been obfuscated. I don't see why though, this engine isn't anything ground breaking that another company is dying to copy. It would serve as a great reference of what not to put in your engine though.
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No problems. My update to Traveler is actually being held up by StoryProgression. It needs the new hooks in SP to actually do anything (besides fix the bugs I fixed) and atm I have SP in pieces adding new caste filters to it and fixing bugs. Overall rather time consuming so not sure when I'll be finished.
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