[ARCHIVE] SimAntics & World Development

Discussion in 'Development News' started by RHY3756547, Feb 16, 2014.

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  1. zc456

    zc456 Well-Known Member

    Not being able to take advantage of native resolutions really killed the experience when it came to TS1 and the original TSO when I got bigger displays.
    LetsRaceBwoi likes this.
  2. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Currently working on multiple floors.
    Looking fine visually, but need to fix it up simantics wise and make the build/buy tools register which floor to place things on.

    EDIT: okay... simtech and the entirety of sourceforge died so I'm not exactly sure where to find out what parts of multitile objects are meant to be on the second floor. (for stairs) I'll check the OBJD fields but there might not be anything readily obvious.
    Last edited: Jul 21, 2015
  3. andao11

    andao11 Member

    OMG! *-*
    I can't believe...
    RHY3756547 likes this.
  4. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    It's .OBJ.LevelOffset. drrrrrrrr
    LetsRaceBwoi and Blayer98 like this.
  5. yoyo

    yoyo Active Member

    I always wanted to make a money lot on TSO. But this is close enough for now :)

    Some bugs to point out:

    3 tile long window looks weird when viewed with walls up

    Floor tiles do not play nice with diagonal walls.

    Shift+click to fill up entire rooms works great! Maybe a little bit too great :p

    M.C. Escher's Urinal?
    Last edited: Jul 21, 2015
    Tori Sim, Tirea, AquilaSim and 2 others like this.
  6. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Most of the routing logic is still broken, but I managed to use the stairs and then this chair. Shouldn't be that hard to take into account the upper floors for the room maps, and hold separate object collision maps.
    Tori Sim, Tirea, pisarz1958 and 3 others like this.
  7. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Looks like there might be something wrong with your wall/floor z-buffers. Or maybe I messed up one of the rotations... The bad wall style from the window is one I know about, but might be sort of hard to fix.
  8. francot514

    francot514 Well-Known Member

    Yes you have right, i got some errors for objects related to VMPathFinder and VMSlothParser...
  9. xXJDrocks450Xx

    xXJDrocks450Xx Well-Known Member

    Wow, nice work!
  10. Tirea

    Tirea Active Member

    Are there any plans to enlarge the UI, meaning getting bigger buttons, controls, panels, etc. on higher resolutions? Would be amazing to use TSO at full resolution on my 5K display, but if it's like TS2 or TS3 where you need to set the resolution way down just so you can read dialogs or see which buttons you are clicking... well that wouldn't be so practical
    I think I noticed a while back that even on 1080p the UI was the same as on 1024x768, don't know if that has been changed yet...
    xXJDrocks450Xx likes this.
  11. Afr0

    Afr0 Well-Known Member

    To do that you'd really have to edit the UI scripts themselves. Not really a priority, but doable.
    xXJDrocks450Xx and Tirea like this.
  12. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Fixed a few of the artifacts with thick walls ending abruptly or transitioning into fences. The code still needs cleaned up, and it also needs to be called as infrequently as possible because rebuilding this sprite list is CPU expensive.


    Well, we've got the UI SVGs I made before I was kicked out of TSOR for saying Jonathan was full of shit, they're still here:
    https://dl.dropboxusercontent.com/u/12239448/TSO SVGs.rar

    That's for if you mean rescalable as in "retina display", but in that case we won't be able to scale up the ingame graphics. I'm probably going to make it possible to extend the catalog panels to use more of the screen.
    Last edited: Jul 21, 2015
    Blayer98, Tirea, yoyo and 1 other person like this.
  13. I think I found an error:
    Last edited: Jul 21, 2015
  14. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    Some objects are still unstable. After Rhys has finished implementing build mode, and other floors, he'll probably put that as top priority. I might take the liberty of learning SimAntics and fix it before he gets a chance (just kidding).
  15. ok
    LetsRaceBwoi likes this.
  16. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Build/buy tools are working on multiple floors now, obviously. Before next release though, I need to refactor the rooms system so that we can detect "air" tiles on the second floor (and avoid placing over them), and in prep for "pool" rooms on the first.
  17. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    The fire object is broken in NSO N&I. Not sure why...
    LetsRaceBwoi likes this.
  18. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    NSO? You mean TSO, right?
  19. pisarz1958

    pisarz1958 Administrator Staff Member Moderator

    @LetsRaceBwoi, I think it's kinda obvious that it's a typo.

    Rhys, are you going to experiment with unlimited floors? Even if it won't make it to the final game, it would be cool to see something like that.
    LetsRaceBwoi likes this.
  20. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    I was informing him of the typo. And, it's been mentioned a few times before that unlimited floors might well be included (I think it was actually an idea that sparked between my and Rhys when I first joined in 2013, unless it was mentioned before that).
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