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.2440x1440 wasn't even possible in the old TSO.
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.2440x1440 wasn't even possible in the old TSO.
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.View attachment 715
I always wanted to make a money lot on TSO. But this is close enough for now
Some bugs to point out:
View attachment 711
3 tile long window looks weird when viewed with walls up
View attachment 713
Floor tiles do not play nice with diagonal walls.
View attachment 712
Shift+click to fill up entire rooms works great! Maybe a little bit too great
View attachment 714
M.C. Ecsher's Urinal?
Yes you have right, i got some errors for objects related to VMPathFinder and VMSlothParser...Rhys said: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.
Wow, nice work!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.
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 practicalYes, it'll render much faster than TSO at higher resolutions thanks to hardware rendering.
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...
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).
okSome 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).
The fire object is broken in NSO N&I. Not sure why...I think I found an error:
NSO? You mean TSO, right?The fire object is broken in NSO N&I. Not sure why...
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).@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.