electricmonk2k

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

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  • in reply to: Request : average speed #18693
    electricmonk2k
    Participant

    An alternative would be for somewhere in the locomotive-info screen, there would be a graph showing how the acceleration decreases as the mass increases, and maybe an additional graph showing how acceleration etc. is affected by slope. In Railroad Tycoon 2, I remember there were such graphs in the locomotive-info screen.

    But having an “average speed in the past year” would be effective to see how the train has been handling on your actual track rather than on a hypothetical flat curveless obstructionless track.

    in reply to: A month and a half of silence. #18692
    electricmonk2k
    Participant

    It’s alive \o/

    And they’re planing to keep it going to the point where they add ‘X’-crossings. * spinning ‘\o/’ *

    This is most excellent news!

     

    in reply to: not enough space #18691
    electricmonk2k
    Participant

    By “nowhere near the city”, do you mean that there are no town-buildings for the entire length of the segment? How long is the road-segment? If it’s a very long segment, it’s possible to be both nowhere near the city and in the city at the same time.

    If it is near a city, it might be the case that the widening of the road could be blocked by a building so it won’t be possible to make it wider. Also, The widening of a road can be blocked by other infrastructure such as industries, stations, depots, bridges, railways, or even other roads.

    This is one of those many niggles you’ll encounter when playing train-fever. You can learn to work your way round them by trial and error and build up you own set of ‘rules of thumb’. In the meantime, you can split your road-segment in half (build a road-junction about halfway along the segment), and try upgrading both halves. For any half that does not upgrade, split it into half again and try again. Eventually, you’ll see what’s preventing your road from being upgraded.

    in reply to: A month and a half of silence. #18556
    electricmonk2k
    Participant

    I read that too, it was in a Tweet I think, and it was in German, I used the translate function to read it.  It didn’t say all that much and there is in general a lack of information.

    […]

    I have found some stuff in German

    Links please.

    It has been now 6 days since my original post and we still don’t have anything official from the devs on the site that I can see.

    Perhaps somebody’s locked them in a room and is forcing them to continuously play OpenTTD 🙂

     

    electricmonk2k
    Participant

    I’ve not played CIM, CIM2 or CSL. Did left-sided driving get implemented in CSL?

    Apart from text-reversal, another potential problem is that back-faced culling might be affected. To solve this, either the direction of the vertices in the polygons needs to be reversed, the test for the Z-component of the polygon-normals needs to be reversed, or the X-component in screen-space needs to be reversed after the back-facing polygons have been culled.

    As for text being the wrong way round, I’m not sure how easy it would be to automatically reverse texture-co-ordinates on models (is doing this automatically even feasible). The only idea I had is that LHS-country-themed vehicles and buildings would have mirrored text and RHS-country-themed vehicles and buildings would have unmirrored text. Of course this would create problems for anyone wanting to mix text-containing vehicles and buildings from LHS-countries and RHS-countries, although one advantage mirroring does have is that the doors on busses would be on the correct side regardless of where the bus was from.

    I’ve not tried this myself, but I think you can get trains to drive LHS by placing the signals between the two tracks instead of on the edge (it works but signals in the middle instead of the sides does not look so nice). Also, making the trains run LHS using this method might confuse the pathfinder (although I’m not sure about that).

     

    in reply to: A month and a half of silence. #18544
    electricmonk2k
    Participant

    raandre, teh lags are manageable with a couple of mods.

    Could you tell us which mods these are? I’d consider using them the next time I start a game.

    And when i red about the double track switches i felt like cheering :D :D:D:D:D:D i just hope it’s true and they’re coming !

    Where did you read that? Do you have a link? What else is in the pipeline?

     

     

    in reply to: A month and a half of silence. #18524
    electricmonk2k
    Participant

    According to their post in this thread, which post-dates the release of the last patch, they refer to “the next patch”, which implies they’re working on another patch (or at least started working on one).

    As much as I’d like to see new features in TF (and removal of some annoyances), from reading the forums there are many people who cannot even get the game to start, so if I were Urban Games, I’d be giving those bugs a higher priority than anything else.

    Personally, I think that if an update isn’t likely to be ready by some deadline, the deadline should be pushed back rather than the development rushed. An example of this was when the USA DLC was released (at the last possible moment of the “by the end of February” deadline) and the user-interface on the mod-selection screen had some problems if a large number of mods were installed (although to be fair, Urban Games did release a patch fixing this within a few days).

    Also, I think that as well as hiring a communication manager, they need to hire more programmers and adopt some programming-practices suitable for modern post-release game development, such as having two code-streams to enable rapid bug-fixes without disrupting the development of new features too much (I can tell that this probably wasn’t the case because in the beginning of February, there was a bug that causes some savegames to not load, and nearly one month later, a patch came out (that included what was needed for the USA DLC to work), which was the first patch since that bug reared it’s ugly head).

    electricmonk2k
    Participant

    All that’s needed to create a  new theme is to replace the models and textures etc. I haven’t looked into the mods much, but I’d be surprised if there wasn’t a good selection of UK rolling-stock created by the community by now.

    However, as it seems the Devs have long since given up on this game, its very unlikely.

    Actually, according to their post in this thread, which post-dates the release of the last patch, they refer to “the next patch”, which implies they’re working on another patch (or at least started working on one).

    • This reply was modified 8 years, 12 months ago by electricmonk2k. Reason: Made link work
    electricmonk2k
    Participant

    The idea behind mirroring either the transformation or projection is that all geometry in the 3D world will be mirrored. This includes track, vehicles and their doors, and unfortunately also textures (this is only a problem if the textures have writing on them).

    IMaybe it could be possible to add plug-in camera functionality. As well as making a mirroring-camera, you’d be able to do some funky effects like fish-eye lenses as well.

    in reply to: Not very impressed so far #18497
    electricmonk2k
    Participant

    No there are definitely road building bugs.  I have tried to build pretty short level roads and they often for some reason want to be built in a “c” shape.  I can’t get them to build a straight road no matter how I try.

     

    This thread might give you some insight.

    in reply to: Suggestions/Fixes #18097
    electricmonk2k
    Participant

    Also, parallel crossovers (where there are two crossovers on 3 parallel tracks at the same place – one goes from A to B and the other from B to C), and 3-way switches would be nice, and enable us to build more compact junctions. I’d imagine they’d be easier to develop than diamond crossings or X-switches.

    in reply to: Please improve performance of double track #18077
    electricmonk2k
    Participant

    Need to get trains from a depot onto both lines, now.

    You just need to build a crossover (a track leading from one of the two tracks of a double-track line to the other) just after the point where the track from the depot joins the first track of the double-track. That way, it can easily cross onto the second track. As long as you put signals both before and after the two switches on the depot-side (but not on the track leading to the depot), and before and after the one switch on the far-side, then the path from either side to the depot will be two way (ie. the entire signal block will be two-way), whereas the rest of the double-track should be one way each side if the signals are set up correctly.

    If you want the trains to be able to reach the depot from either direction, you need  to split the line leading from the depot before it joins on to the main track, and the new branch will join the main track facing the other direction (where you repeat the steps mentioned before to mirror what you did previously).

    in reply to: Suggestions/Fixes #18075
    electricmonk2k
    Participant

    Have an option to Follow the Train

    You can already do that using the icon in the top-left of the window that looks like a crosshairs (just click the icon and the camera in the main view will now become attached to the train and zoom in).

    Does anyone know if the game will be further developed?  Fixed? Enhanced?  I see nothing here about any plans for improving it from the development team.  Do they even read there own forum?  Some of the suggestions above are awesome.

    The devs keep releasing patches \o/ , but not as regularly as I hope they would 🙁 . Most of the changes are bug-fixes, but every so often, a new feature is added. Personally, I think the devs should focus on those really small things that need fixing (such as the cursor not changing according to which mode the UI is in, reporting information in the ‘Line’ dialog that is currently only mentioned in the ‘manage lines’ dialog (eg. which trains are assigned to a particular line)). They could release a patch once a week that only focuses on the small fixes. Only once the critical bugs and small things are done, should they concentrate on things that take more effort (eg. a dynamic pathfinder). I also hope they fix all the issues in TF before they start working on TF2.

    Needed Feature:

    – Ability to assign path per train, specially for Multi-tracks stations.

    You can use waypoints either just before or just after the platform to manually control which platform the route will use. You can even assign a different platform to trains going one way and trains going the other way on the same route. The path-finder will still try and send the remaining routes to whichever platforms it sees fit, but you can of course take complete control by assigning waypoints to all the routes that use the station. Unfortunately, the pathfinder is static, so if there are toomany trains assigned to the same platform, they will continue to use that platform. The best solution is to make use of waypoints so your busiest routes have to share the platform with fewer other routes than your less busy routes.

    Ability to build 2 or more tracks simultaneously.

    Yes, yes and yes!!!

     

    in reply to: THE PAIN OF ELECTRIFICATION #18073
    electricmonk2k
    Participant

    At the moment, the only way to electrify track is to electrify each individual segment (including those annoying small segments that are hard to find). There are several alternative ideas which would make electrification a lot less painful:

    • Drag along a track to electrify it.
    • Drag a rectangle with the mouse and electrify all tracks in the rectangle (beware: if the camera angle is low, it becomes easy to accidentally electrify large swathes of distant track).
    • Brush tool – electrify everything in the brush-radius (again, beware of low camera-angles and distant track).
    • Flood-fill the length of track from either two selected points on the track (start and end), or the length of track bounded by either switches or station-platforms.
    • The ‘Line’ dialog should have the option to electrify all the track of the route.

    Note that in some of these ideas (especially the “electrify line” from the “line” dialog), any crossovers between two adjacent tracks that become electrified should also become electrified.

    Another idea is that one of the views in the ‘view’ menu should be an ‘electrification-view’ where all electrified tracks are coloured light-blue and all non-electrified tracks should be coloured orange. If a pixel covers track that is both electric and non-electric, the non-electric colour should get priority so the pixel is coloured orange. This is a lot easier than searching for missing segments in the catenary (hard to do – especially if shadows are enabled), or hovering the cursor over minuscule segments to see if they turn green.

    If a pixel both electric and non-electric, the non-electric colour gets priority. This is also a lot easier than searching for missing segments in the catenary by either visually inspecting the catenary or hovering the electrification-cursor over minuscule sections of track to see if they are green.

    >I had to destroy section of tracks first, to divide the track and then upgrade it.

    An alternative is to build a switch where you want to divide your segment, and the segment is divided into three (the third part being the length of track where the switch is). But even this method requires the entire segment to be free of trains.

    in reply to: trams on strike? #18055
    electricmonk2k
    Participant

    Does your route have the same stop twice in a row without any other stops in between? Is the first stop on the route-list the same as the last stop?

Viewing 15 posts - 16 through 30 (of 44 total)