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Duion

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Posts posted by Duion

  1. Of course I have thought about it, even years ago, but from experience nobody from the community will do anything and if I do it myself, everyone will hate me for it, so I did not think about it any longer.


    By the way the default initial visibility Steam gives you is long gone due to the vast amount of new releases and changes in their algorithms. In the past times of Steam Greenlight just releasing on Steam was almost guarantee of you getting a lot of reach, now that all has been reduced to almost zero, I saw statistics from multiple indie game developers about this. The "popularity" now is ranked based upon how "popular" the game or software already is, meaning if you have a lot of conversions initially.


    So this could be a chance to increase Torques visibility depending on how many active users we still have and that would "buy" it on Steam, but Torque will only have a chance on the market based upon the fact that it is free and open source. Another nice side effect would be that the update process would be much easier if you had Torque on Steam, the only problem is, that almost every update will introduce game breaking changes to your project, so you would still have to update manually.

  2. I tested your code and I don't see how it is useful, you just changed, renamed and deleted things so that when you install it, the game is completely broken, I cannot do anything with such code.

    When you contribute something, you should add one feature or kind of change per commit/contribution and so that it does not break anything existing.

  3. I know from experience that changing the current website too much is harmful for new visitors, meaning you will get ranked less in the search engine, especially if you remove stuff and create dead links. So you really should change the current site and not create something new, adding stuff is okay, but not removing.

  4. No they did not hide seams with rivers, Terrain blocks are square and the seams are the borders of the square, so you either have square rivers or your rivers do not work to cover it up at all, most effective thing is an ocean.

    The world in Elder Scrolls is much bigger and only a small part is playable, so their borders will be well beyond what you can play on and the borders are hidden with either mountains or ocean, that's the best way to do it, you can also try a flat terrain to cover the borders, something like a backdrop or skybox, I tried this with my paintball levels PB_Gummifeld, I made a lower resolution terrain and scaled it up by a high factor cell size, so you have a very large backdrop terrain with very few polygons, but the borders are still visible, you need to block people from going there through invisible walls then.

  5. A workaround is to have islands, so you can submerge the ugly seams of the terrain blocks and you can have multiple terrain blocks without it being visible, the ocean floor I cover with a ground plane, but you also can look it up in my levels how I did it.


    But overall don't start with too big projects, a 4096x4096 terrain with cell size 1 is all you need and maybe all you can have. You can almost fit Skyrim in that, look it up, here for example where people tried to calculate the size of Skyrim: https://www.quora.com/How-large-is-Skyrims-overworld

    Skyrim is estimated to be between 13 and 20 square kilometers and a 4096x4096 terrain will give you 16 square kilometers at best. If you want a game world larger than that, you need to be skilled and use higher level tricks or just use a game world with much less detail.

  6. I am working with 4096x4096 and 2.5 p/m on a land of 10240mX10240m. For now I see no problem ... Sometimes it is good to risk. As most players have relatively good computers, try to balance the graphics (if the terrain is heavy, eliminate some polygons of some objects to balance).

     

    Larger cell size gives you much better performance since you have much less polygons in visible range, so you are actually improving performance in your case. You may not see a problem for now, but you significantly lack detail on the terrain as a new polygon only starts at 2.5 meters. If you use odd numbers like those, you also may encounter engine problems like physics problems as I did with a 0.5 cell terrain. I don't know why you need such a larger terrain, most modern games do not even have that and the biggest issue is probably to fill all that terrain with objects, a 2x2km level is already a huge pain to design.

  7. 1 pixel heightmap = 1 meter ingame


    Yes you could have different cell sizes, but anything else than 1 is bad, 2 may be tolerable for large scale games that mainly has vehicles or so and does not need the fidelity that is needed in first person shooters. I already tried different cell sizes, even something like 0.5 but it just made the player getting stuck more and will kill the frame rate a lot, since you now have up to 4 times more polygons.


    So just forget using anyhting else than 1 for cell size.


    @Code_Man

    Torque is metric, so one unit is one meter is one pixel is one cell size is one grid size.


    For everyone who wants it accurate you can just use 2,048kmx2,048km = 4,194304 sqm for a 2048 pixel heightmap with cell size one, it is not rocket science. If you really want another cell size you can multiply it with that number first, so 2048x2048 with cell size 2 is just like a 4096x4096 terrain.

  8. Yes the code is a lot of patchwork, I used a lot of resources and stuff people donated to me. I don't really have an allowed player class, I set it in each gametype, kind of messy workaround. Long term I planned to have a player type variable that also gets displayed on the server browser, but that requires changing the source code, the guis and the gamemodes, which was too much work for me, so I just duplicated the gamemodes for each player type.


    You can go crazy with adding things as long as it does not break older stuff, or does not break it that much.


    Yes there was not much change recently, since I was kind of on a vacation.


    I will check out your changes.

  9. Is it official that we get a new website? I agree that our website needs some design changes, especially a real download button on the front page, but I don't think we should change the logo, the original Garagegames logos are pretty good and recognizable and if you really want to make new ones, then let a good artist do it.

  10. I always go for the latest Ubuntu LTS version, but only to compile my game with, since it should bring the best compatibility, personally I don't use Ubuntu. For Server it does not really matter what Linux you use I think, if it runs, it runs. The most problems only arise, if you have to compile your game on Linux for other Linux users, but otherwise you can use what you want, it does not really matter, if it runs.


    For example you can host on Linux or Windows and play with people on different versions of Linux and Windows at the same time in network, I never experienced problems there.

  11. Torque3D works on any Windows down to Windows XP and it should work on all halfway up to date major Linux distributions as well, I ran it on OpenSuse and Ubuntu, but had some issues with Debian, since Debian is usually very outdated when it comes to their packages etc.


    So there should be no big problem, but with Linux Ubuntu is probably best supported, even though I would not recommend using it personally. I only compile on Ubuntu so my game will be compatible to the most Linux users, it is also what Steam supports.

  12. OBS is the best tool for that, most of those Streamers use it, so it cannot be that hard to learn, there are other good alternatives, but they cost money or they will make you look like an idiot by putting a stupid branding into your videos.


  13. Worth noting that Legions isn't on T3D. It's on Juggernaut, which was an internal build of TGEA and what would become T3D. Sort of an unfinished mish-mash of the two.


    Thank you for the games. If anyone has anymore, feel free to post.

    That is kind of irrelevant for me, since Torque3D means made with Torque and in 3D, I don't want to separate the list into every different version of Torque, so it is not a mistake, but all intentional.

  14. Forester has other issues though, mainly due to not being developed anymore and having some bugs that result in small visual flaws and performance flaws, but overall it is pretty good, you can also buy the templates then you don't have to worry about modeling at all, but if you are perfectionist I recommend fixing the models later manually, but having wind animations applied is still a good timesaver.

  15. It is pretty easy to tell which game is visually stunning, I mean you just look at it and see how you feel, of course this is diminished by the amount of confirmation bias you have, but if you are not biased, this works just fine. I think I looked at almost all games that exist made with Torque3D.


    @XIXWYRMEXIX

    If you know games I did not include in my link list, then tell me, but I think my list is pretty complete, of course I did not include nonexistent games meaning that they are not available either due to being unfinished or abandoned and some controversial games where you may get trouble for publicly associating with.

  16. I made a relatively complete list of all Torque3D games: https://duion.com/links/games/torque3d


    The visually best games are BeamNG, LifeIsFeudal and of course Uebergame.

    Of course there are several prototype showcases of unfinished games, but the only recent example is this: https://forums.torque3d.org/viewtopic.php?f=8&t=1654


    The list on this website is already pretty good: http://torque3d.org/engine/ but many of those are also just demo scenes.


    Basically that already is almost all there is, I did a lot of research on that.

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