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Showing content with the highest reputation on 08/16/21 in Posts

  1. Yeah, a kind of "point-and-click" align feature via the Camera sounds quite useful. Maybe there could be a new button next to "Floor selection" that, once clicked, does the alignment as soon as you click somewhere in the Camera. Though that could get screwed up if you click somewhere else. Alternatives like a left-click menu or a hotkey wouldn't be discoverable enough. That said, I'd already be well served just by a simple horizontal alignment button that asks me whether I want to align my selection north/west/south/east. It also seems much simpler to implement.
    2 points
  2. Well, if Emilee is a spammer then she has already doxxed herself with a full name and photo so someone could find her IRL and give her a stern warning. Unless this is a stock photo and this username is all over the internet with Avast spam posts? Oh oh oh.... Avast is nice if you don't mind a Czech company selling your browsing habits to advertisers. I guess getting AV protection in exchange for data mining, is a better deal than getting Facebook posts in exchange for every scrap of your online and offline life?
    1 point
  3. I reverted to v209a and played for a couple hours and still think the frob outline in the 2.10dev build is better in general, and by quite a bit. I wouldn't want to go back to the old style. So what is the performance cost of depth blocking? Wouldn't that cost only be paid out for the brief moments something is in frobbing distance, and at those times where the player is paused or almost paused isn't fps much less of an issue?
    1 point
  4. That's what I don't get Can anyone fork TDM (code and assets) and release it in Steam on their behalf?
    1 point
  5. Note that as long as image_usePrecompressedTextures is on, this takes precedence over all other image_ options, which means you will see no difference by disabling image_useNormalCompression. If the engine is looking for a precompressed image and it finds one, it assumes it is correct, and does not bother loading and compressing the uncompressed original. I don't know how this interacts with forceHighQuality though. Does forceHighQuality completely bypass any DDS loading (including of precompressed images), or does it just selectively disable image_use[Normal]Compression on a particular source image but still allow the loading of a precompressed version if present? This would need testing or examination of the code.
    1 point
  6. Well, 4 or 5 photos per room, or corner of a room, or piece of furniture, or whatever thing you're building right at that moment, or basically what you have open on the side of the screen at a time while you have the editor running (i.e., laying down the concrete stage), out of a collection of 100s. In the inspiration (laying down the fertilizer) stage, you should definitely collect as many reference photos as you can find for each scene or object you have.
    1 point
  7. This unfortunately misses the point a bit. The problem is not the open source license, per se, the problem is that Valve requires (or at least required?) a legal party or entity that is responsible for the app/game. So if any legal challenges about TDM (e.g. assets that we did not actually have permission to include) reach the Steam platform, Valve can offload them to the legal entity. But TDM doesn't have a natural legal entity, and so far no individual has stepped forward to take on that role. Nor would I advise anyone to, because it is potentially tricky and not without risk. I imagine this is going to be similar for any other store, as well. And that's why there has not been any progress in getting TDM on Steam or any other store, and I don't think that's likely to change.
    1 point
  8. Hi there, I read a few of the things you said here and I have a few points to say : 1. Steam and FOSS don't seem to be so incompatible. A few FOSS games already are on Steam, like Battle for Wesnoth, Teeworlds or Warfork. These are not just "free" games, these are free and open-source games, and have always been. There's even the most popular teeworlds's client as another Steam game, which is also FOSS. The only thing that matters and that might cause problems with licensing are if you want to use the Steam API to port achievements, steam id stuff and such into the game, which won't be an issue I guess for the game. 2. Steam is evil, I get it. But I don't get why Microsoft Store and Epic games wouldn't be as evil, if not worse. But I get it if you're against using Steam for political reasons. Although, I wish you do not mix your political views with some elitism about knowing a cool secret game nobody knows. 3. I know I can add custom exec files to my steam library, I already do. I didn't mean to go on Steam for my own practical use. Steam has a promotional effect and makes it easier to get people involved in playing your game, when it's a "one click" action in a client rather than going on a shady website (people are scared of anything on the net nowadays). 4. There's no question of quality over quantity. The game is the game, the community is the community. What I want for this game is for it to be played. I get it that some of you probably want to stay in their closed community they've known for years, but I think the purpose of a game is to be played, and I wish you would promote it on the places where you get the most exposure. Most people use Steam because it's the simplest platform and that with the most available games. People looking for new games to play use Steam more than any other platform. EGS is mostly used for the free games and microsoft store doesn't exist. Steam also has an advantage of having a pretty simple procedure to add your game on it, although it costs some money (which I'm ready to participate in paying if you guys are up for it). 5. Steam doesn't mean exclusivity, and you already have a launcher doing the work pretty well. I answered in a kind of messy way to a lot of things I saw in the conversation, so sorry if some of you feel target for no reason, I was just answering to a patchwork of your replies (and I didn't read all of them :x)
    1 point
  9. That you can see it right through geometry is anti-immersive and I've never seen such a thing in a game. Aside from the issues I mentioned above, consider the player sneaking through a room with stuff hidden under papers, vases etc, none of which is now hidden. Desks aren't mysterious, perhaps containing drawers with loot or notes. Instead, with the whole drawer brightly x-ray highlighted it becomes center of the scene - the desk becomes this semi-transparent afterthought. This seems totally alien to TDM - which has a deep and beautiful game world.
    1 point
  10. Sorry, but I disagree. This is no rendering option, it is a graphical feature completely ruining the atmosphere for some players! Why should we not be able to turn it off? We can even turn of the frob helper and this is just a small white dot...
    1 point
  11. The ability to "floor" things along all three axes would be cool. I find myself forever fiddling with the positioning of paintings and such so that they're flush against the wall, without a gap or clipping in to it. The way I imagine it working is this: go into one of the grid views, say the top-down one. Put your cursor north of the object and use the floor keyboard shortcut, object gets aligned to the north wall. If the cursor is more east than north-south it aligns to the east wall. And so on. Of course, if you used the "floor selection" button on the LHS it would default to flooring vertically downwards.
    1 point
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