crossmr

Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

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  • in reply to: Trainbetter #15646
    crossmr
    Participant

    The cargo system can’t be altered until they remove the hard coded stuff. They mention the new free DLC which is coming which will remove some hard coded stuff, but they aren’t specific. If that’s removed, then a cargo overhaul could certainly be done, and would be very welcome.

     

    in reply to: We are almost there! #14652
    crossmr
    Participant

    almost..but not really.

    We’re slightly closer.

    They need to do some serious work on the actually trains and tracks part of the game. Roads over rails, and not to mention remove the actual grid part of this. It’s obvious there is a grid there, since it’ll only cross at certain angles.

    They need to do double forks, and X crossings to help us sort in front of stations, and other things of that nature.

    in reply to: Universal Stations? #14463
    crossmr
    Participant

    Yes, it’s really annoying. To me, it seems like something they intended, and never did. Like angled buildings and multiple switch types. I’m not sure if a cargo = true can take passengers or not. I was frustrated at not getting the cargo to work so gave up on it, but I should try it the other way and see if a cargo one can take passengers. Maybe it can. That might be the solution.

     

    in reply to: Universal Stations? #14460
    crossmr
    Participant

    I don’t think that’s true. I did extensive testing today. I had the same station with cargo = false in the game, it would not take any cargo even though the lines were all set cargo.

    As soon as I cargo = true it started taking cargo, no other changes were made. The lines have to be set to cargo and the station itself has to be set to cargo for it to take cargo.

    Otherwise you could simply replace a set of tracks with cargo tracks and at least allow one train to go to the cargo tracks and one to the passenger tracks.  to save on space.  but that can’t be done.  You can test this by setting a regular cargo station to cargo = false leave all else the same and place it in game, it shouldn’t take cargo.

     

    in reply to: Universal Stations? #14442
    crossmr
    Participant

    further testing = no..

    I tried various ways, but as far as I can tell the model mdl file which allows you to set passenger or cargo is pointless. It does nothing, and only the main lua script counts. I even tried telling the lua script to load cargo platforms from the cargo station mdls directly, and while it made the station look weird, the train wouldn’t take cargo to it at all. It seems like this may have been another “intended” feature, but with this hard switch in there, there is no way to customize each set of rails.

     

    in reply to: Universal Stations? #14438
    crossmr
    Participant

    My initial test didn’t work. You can pass the passenger and cargo value to the station in the same statement, but the main lua script has a “cargo = true/false” line which I think overrides whatever you put in the actual station mdl file.

    I’ll keep playing around.

     

    in reply to: Universal Stations? #14431
    crossmr
    Participant

    Ive gotta go out but I’ll be back in a couple hours or so. I’ve got something I’ll try and see if it is possible.

     

    in reply to: RELEASED TO EARLY #14400
    crossmr
    Participant

    I certainly agree that this game was released too early. They had a lot of potential with this game. Done right, it could have been a very popular game I believe. Word of mouth would have caused it to spread, but since it’s a let down in so many areas there isn’t that viral word of mouth style lift to really make it popular. I think they have a closing window of time left to really make this good and possibly capture that. If they put in some serious improvements over the next month, and I mean fix all the really bad stuff.

    They really need to fix things like:

    roads over rail

    they need to remove the hard coded bit that makes cities only take “goods”. Set it to default cities need “goods” to grow, but allow players to specify additional items (like food) and create new chains to make these things. So that cities who don’t get all the specified goods may grow slowly or not at all.

    they need to allow X patterns for rails (mainly to allow perfectly tight platform choice at stations for multiple lines)

    They need to allow rail to cross over more than one track (so you can have a double fork)

    They need to provide vanilla balanced costs on things. Trains just don’t make sense

    They need to create a very simple “wealth” hierarchy for residents. Randomly assign buildings so that the residents are low/medium/high wealth and assign some cost vs time system to driving (more expensive usually), and taking regular or express lines. This would allow us to get low wealth residents to do things like make bus lines between cities viable, while also making faster more expensive trains viable, or even express trains for richer people, etc. It would generally make sure people wouldn’t drive 30km/hour down a dirt road hundreds of KM when they could take a train.

    We need garages to be put at stations or allow residents to “park” at stations so that richer people might drive there themselves but still take the train instead of driving across the map.

    They need to work on rail collisions, and bridges. They also need to work on road crossings. They claim things aren’t on a “grid” but if that were the case, rail crossing at any angle would be fine, they’re not. The grid is there, it’s just “hidden”.

    They should also work on a system to “marshal” the carriages. if I have a train hauling ore to a factory and it could take goods going back, because of a city in between, it’s annoying to run empty cars, especially if it’s a big route. Let me change cars like other games do.

    loading times need to be fixed. Way too long (and time overall needs adjust) A slider that modified time and maintenance/income might be fine.

    These changes, and a few other things. Maybe a few free cars or something for existing owners as a one time DLC and this game could become a sensation. I’d walk up to people on the street and recommend it to them.

    Also needs better switching. basic switching is fine, but when you start having multiple lines use a rail it gets really to be a pain, because the signals you’re using to control which train goes where also affects spacing. We should be able to specify things like “This signal only controls right of way, not spacing” or something like that, so that a train following on the same line wouldn’t advance to that point when it’s meant only to hold up a train if someone is coming in on the junction.

     

     

    • This reply was modified 9 years, 4 months ago by crossmr.
    in reply to: New to Train Fever, worth buying? #14349
    crossmr
    Participant

    Honestly, no.

    It’s close. But not yet. There are a few really key things they should fix and I’d recommend it to everyone I know, but until that’s done it’s just anther game that failed to reach its potential.

     

    in reply to: Creating New city in a map. #14342
    crossmr
    Participant

    They must grow from existing cities as far as I know. It’s not like Atrain where you can just deliver materials to an area and they’ll start plopping down houses.

     

    in reply to: Modeling guides #14268
    crossmr
    Participant

    Thanks guys. I got some days off coming up, I’ll start looking at this in more detail and see about making an attempt at something. If I get the hang of it fairly quick, I’ll be heading off to (and find) a railway museum here for some detail on older trains. I know Korea had trains going back to 1897-1899, which I expect might have been imports at that time as it was put together by an American, not sure how he would have gotten a heavy train over here.. I guess he could have had it built here, but not sure they would have had the technology at the time.

     

    in reply to: Losing interest in this game #14267
    crossmr
    Participant

    Raandre how about uploading your save somewhere?

     

    in reply to: Modeling guides #14223
    crossmr
    Participant

    Thanks for the info.

    As you’ve made some models, do you think you could toss up the obj file or something of the model (however you made it) just so someone could have a look at the raw 3D model as a reference for the kind of thing we’re shooting for. I see the models in game, but I’d like to see what some of the intermediate steps look like.

     

    in reply to: [REL] All Bridges – No Pillars #14191
    crossmr
    Participant

    This is good, anyway to have like 1/2 the pillars or something? I mean..longer bridges should have pillars just not anywhere near the amount they have now

    in reply to: Brick Fever (Total Conversion) #14187
    crossmr
    Participant

    No, it’s not. Sorry for not posting anything new. There are two reasons: I restarted the project with my new and hopefully final workflow also I’m waiting for more features to come to TF like customizable train tracks (because the wheels don’t fit on the current ones).

    How about a car or a bus? Looks like you had a few of those done, we could always use a new bus or two. My kid would really like to see that in game.

     

Viewing 15 posts - 16 through 30 (of 121 total)