[ARCHIVE] SimAntics & World Development

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Currently working on multiple floors.
a08398d18dde91b0d06af04896f30c46.gif

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

Some bugs to point out:

bug1.PNG
3 tile long window looks weird when viewed with walls up

bug2.PNG
Floor tiles do not play nice with diagonal walls.

bug4.PNG
Shift+click to fill up entire rooms works great! Maybe a little bit too great :p

bug3.PNG
M.C. Escher's Urinal?
 
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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 :p

View attachment 714
M.C. Ecsher's Urinal?
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.
 
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.
Yes you have right, i got some errors for objects related to VMPathFinder and VMSlothParser...
 
Currently working on multiple floors.
a08398d18dde91b0d06af04896f30c46.gif

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.
Wow, nice work!
 
Yes, 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...
 
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.

upload_2015-7-21_16-27-16.png

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...

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

HouseMockup.svg

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.
 
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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.
f64b7a81a643823cb2fccbb33e639039.gif
 
@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, 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.
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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