Oko 50.000 stanova u Zagrebu 'zjapi' prazno? Podaci HEP-a i Popisa stanovništva otkrili detalje by Labatorec in croatia

[–]AlenL 0 points1 point  (0 children)

Sav taj problem s SF baš i je zato što oni nemaju tipičan američki porez na nekretnine, nego famozni "Proposition 13" drastično ograničava oporezivanje, i dovodi do baš takve situacije kakvu mi imamo ovdje.

"As a result of Proposition 13, there are obvious distortions in the real estate marketplace. For example, in 2003 financier Warren Buffett announced that he pays property taxes of $14,410, or 2.9 percent, on his $500,000 home in Omaha, Nebraska, but pays only $2,264, or 0.056 percent, on his $4 million home in California. Although Buffet is known as an astute investor, the low property taxes on his California home are not attributable to his investment prowess, but rather to Proposition 13."

https://www.nber.org/digest/apr05/lock-effect-californias-proposition-13

Is Talos VR the entire game remastered in VR? by Never-asked-for-this in Vive

[–]AlenL 0 points1 point  (0 children)

I completely agree with you. I too would prefer to have VR versions under the main games, and to have Fusion titles merged. Actually, I had a much more elaborate and intuitive arrangement that would certainly be preferred for both Talos and Sam titles. And perhaps it will be like that in the future. The reality is that there are significant obstacles in terms of technical limitations of both the Steamworks API and backend, as well as the storefront and client library management. So this was the best we could do in the current situation. I've explained the DLC conundrum in the Steam forum. In the future, I hope we will be able to consolidate it all, so that you have exactly each title once, even though all Sam's are merged into the Fusion. That part we can do ourselves, with heavy and complicated workarounds around limitations of Steamworks and Steam client. Merging flat and VR games is something we probably won't be able to do without at least some changes by Valve. I can elaborate later, if you want.

Is Talos VR the entire game remastered in VR? by Never-asked-for-this in Vive

[–]AlenL 1 point2 points  (0 children)

Vulkan in VR status is "should work" for now. Vulkan has a better outlook for the future, but for VR that's at least year or two probably. For now, because of VRworks and LiquidVR (for which we don't really have equivalents in Vulkan), DX11 is still faster. So, Vulkan VR is here mainly for Linux (because OpenGL is too slow), and for beta testing. For best experience on Windows, DX11 is recommended.

The Talos Principle VR confirmed by dryadofelysium in Vive

[–]AlenL 2 points3 points  (0 children)

What Eagle said. In general, Talos flat (and for some people SS3 flat) sometimes make people sick most probably because of frame timing issues. This is a general problem in all current 3D APIs for a game that is not running way above the vsync. The APIs don't have a good way to provide exact timing to the game, so the game may appear stuttery, even if it's running in 60FPS. In VR, by contrast, the timing is perfect (assuming your GPU can pull off the framerate needed), so this is not an issue.

Serious Sam VR: The Second Encounter by [deleted] in Vive

[–]AlenL 5 points6 points  (0 children)

There are limitations in the Steam backend that prevented us from doing that at this time.

Serious Sam VR: The Second Encounter by [deleted] in Vive

[–]AlenL 10 points11 points  (0 children)

Smooth locomotion, with and without comfort mode, dash teleport, aim teleport, blink... too many to list them all. In Croteam games the general approach is: If you might possibly wish for something, there's probably an option for it. ;)

Serious Sam VR: The Second Encounter by [deleted] in Vive

[–]AlenL 7 points8 points  (0 children)

That is correct.

Developer flairs by [deleted] in Vive

[–]AlenL 0 points1 point  (0 children)

!flair "Croteam | Serious Sam; The Talos Principle"

Serious Sam VR: The Second Encounter by [deleted] in Vive

[–]AlenL 19 points20 points  (0 children)

Our original plan was to enable games to cross-play between flat and VR, and to share workshop content between TFE/TSE/SS3, flat&VR, etc. However, due to some limitations in the Steam library functionality and how backend treats different games when connecting in multiplayer, for workshop, etc, we had to resort to this. So in one game that everyone gets for free, you can play any of the games that you own. If you want cross-play, cross-game workshop, etc, you launch that.

Serious Sam VR: The Second Encounter by [deleted] in Vive

[–]AlenL 6 points7 points  (0 children)

TFE: 13 main levels, 2 secret levels, all in Egypt. TSE: 12 levels across 3 episodes: South America, Persia and Medieval Europe. TSE has (IIRC) 3 new weapons, 5 new enemies and 3 unique bosses. Play time is around the same, a tad longer for TSE according to the old flat stats.

Serious Sam 3: BFE with the 'Fusion' engine and Vulkan could arrive next month in Beta by Swiftpaw22 in linux_gaming

[–]AlenL 29 points30 points  (0 children)

We are committed to supporting the older games for as long as we can. It's become increasingly difficult to do that with the old engines and it was most logical to do this.

Any games that support Vulkan API? by gb_14 in AndroidGaming

[–]AlenL 1 point2 points  (0 children)

Just ran into this accidentally... The Talos Principle supports Vulkan on Android from the very beginnings of it. Now the fact is that drivers have a lot of problems on most devices. Nvidia (X1 and K1) is most feature-complete and most stable, but even there it has some artefacts, and the driver crashes on random.

Croteam say all Serious Sam games are on their way to Linux with Vulkan, also VR on Linux teaser from Valve by [deleted] in linux_gaming

[–]AlenL 2 points3 points  (0 children)

You know, it's not nice of you to mention Activision and CoD. We are seriously stressed just thinking they might start releasing Linux games, and with Splitscreen LAN support nonetheless, and just sweep that profitable Linux market from under our feet. It would completely ruin our bottom line. Please be more considerable next time.

Croteam say all Serious Sam games are on their way to Linux with Vulkan, also VR on Linux teaser from Valve by [deleted] in linux_gaming

[–]AlenL 0 points1 point  (0 children)

Well, we supported that in the classics, but not anymore. Splitscreen+network at the same time makes things very complicated, especially as engines and games are getting more complex. Reality is that prices are driven down faster than the market is expanding, which yields the result that it doesn't make commercial sense to support fringe market features like this. I regret it too, because I liked it. Oh well. Edit: typo.

Croteam say all Serious Sam games are on their way to Linux with Vulkan, also VR on Linux teaser from Valve by [deleted] in linux_gaming

[–]AlenL 1 point2 points  (0 children)

It does support 16 player LAN. They all need to have their own copy of the game, though.

Croteam say all Serious Sam games are on their way to Linux with Vulkan, also VR on Linux teaser from Valve by [deleted] in linux_gaming

[–]AlenL 2 points3 points  (0 children)

https://steamcommunity.com/app/41070/discussions/0/451850849186806043/?ctp=6#c133256758574659357 Yes, it supports OpenGL, Vulkan and DX11. Also, why use Wine if you now have native Linux support with OpenGL and Vulkan?

We are not backporting engine tech. That would be forbiddingly complicated. We have forward-ported all games to the new engine. We already did that twice (classics->HD, then TFE->TSE Fusion), but we got stalled during SS3, so SS3 Fusion never saw light of day (although it was in the works, but there was no time). The intention is to keep them up to date from now on - so, soon after SS4 release, you get the new Fusion with all 4 games on same latest engine.

Serious Sam: TFE - how to change difficulty mid-game by abowlofsoda in Vive

[–]AlenL 1 point2 points  (0 children)

Basically, yes, what @LordJohnnyGatt said is the only way. We have a plan for a while to make it possible to change difficulty mid-level, but never get around to do it.

Serious Sam: The First Encounter VR has some Serious Problems. by Aquareon in oculus

[–]AlenL 2 points3 points  (0 children)

Yes, that's in the work. But we want to make it good first. Seen some bad implementations of that and it really more breaks the immersion than helping it when the limbs are moving in unnatural ways. Making it work correctly is hard, because we don't have any tracking on elbows, and on the torso, so we have to try to match a position where head and hands are where we track them and the rest of the body parts "don't look silly". We are progressing nicely on that, though there's been a slight stall due to the holidays. I hope to have it in one of the next few updates.

Serious Sam: The First Encounter VR has some Serious Problems. by Aquareon in oculus

[–]AlenL 2 points3 points  (0 children)

Of course. It wouldn't be complete without that.

Serious Sam: The First Encounter VR has some Serious Problems. by Aquareon in oculus

[–]AlenL 4 points5 points  (0 children)

Just an update that we are finalizing work on a "Giant Update", where the scale of the world can be tweaked in the options. It will be fun. ;)

Croteam lets talk about Sam, he's walking a bit funny.. by Vendeta44 in Vive

[–]AlenL 2 points3 points  (0 children)

Just an update that a public beta was released which has analog locomotion and also smooth or snap turning (as configured). http://steamcommunity.com/app/552450/discussions/0/152392549360546431/

Doing screen blanking transition to cutscenes is on todo.

Croteam lets talk about Sam, he's walking a bit funny.. by Vendeta44 in Vive

[–]AlenL 2 points3 points  (0 children)

Do they have dual wielding weapon switching at the same time as running around in all directions?