Lowell

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

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Viewing 15 posts - 16 through 30 (of 52 total)
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  • Lowell
    Participant

    As I mentioned in my thread…you can still use a random seed generator “and” have a map editor. Look at Earth 2140 and 2150 Moon Project. The map editor can generate a seed right inside the editor, then with several brushes you can edit the landscape further.

    I would prefer grey-scale maps to generate landscapes or world-machine, but if they can’t go that far, at least look at Earth 2150’s editor and implement that.

    in reply to: Pain of the overall cargo flawed system #18433
    Lowell
    Participant

    Are you guys talking about a Cargo or Industry Mod, because there is no oil and wood going to make steel in the base game.

    in reply to: Pain of the overall cargo flawed system #18424
    Lowell
    Participant

    It is not setup like that.

    I wish we could have industry chains that sent goods to Distribution Centers, then each city send their own train to get goods from the centers, it would make for some pretty cool scenarios for people to play through…Oh well.

    In TrainFever, goods are demanded by the cities first. A goods route should be made for “each” city. It should be close or next to said cities as the game has this 20 min rule and anything outside that it ignores.

    Feeding 2 oil fields into one Oil to Goods manufacturing center, will just shut down the whole mess. One oil…one oil to goods factory, that’s it…on to the next.

    From what I see…trainfever is not a train simulator. It is a game that has trains in it. That being said I like the game and play it often.

    • This reply was modified 9 years ago by Lowell.
    in reply to: Mod request. Unlimited time #18401
    Lowell
    Participant

    I don’t know why they start each map with industries turned “on” anyway. To me, I would have them “idle” until hooked up to a route.

    It would be great to have longer industry routes.

    in reply to: Cannot start new game – UTF-8 byte sequences Error #18387
    Lowell
    Participant

    There is no (cargo_medium_new) in the base game files…you must have a mod still in the files.

    Delete the game…start over. Then have steam verify the files after re-install.

    The “new-way” to install mods is to simply place the mods file-folder inside the new Mods folder. Don’t use any game managers as they have been known to install mod files back into the game’s res files…best to keep the main game clean, that way you can enable/disable mods directly from inside the game’s “advanced” menu settings. Mods should have a single file folder with their mods name on it. Several of the older mods may not have a single file folder for their files as they are thinking the player would install them right back into the main game files.

    As the game is updated, many of the mods may have “issues” that need updated, like the UTF-8, simple change the mod builder just needs to fix his text. If mods cause a CTD (crash-to-desktop) simply write down the file name (as you have done) on the white error popup from the game…then go and remove that mod or turn it off in the advanced menu in the game. Go back to the forum and send a message to the mod creator as they may be doing other stuff and not aware. The creator will make said updates and then you can turn it back on after the fix.

    Somehow you did not remove all the old files. Have Steam uninstall the game and re-install it, then after it is done…right click on the games name in your steam game menu, select Properties…then Local Files (it is like the third tab) then inside that menu the fourth tab down is Verify Integrity of Game Cache, click that.

    When finished the game will run. Remember not to, install mods into your game’s “res” folder…use the new mods folder the guys worked so hard to create for us. 😀

    EDIT:: Oh forgot I meant to mention if there is a mod you wish to use and the files are not in a single file folder with that mods name on it, then make a folder for it inside your mods folder in the game, then drag the mods files into your named folder. I like to name them some thing I can remember them by as they may not have a picture show-up in the games Advanced menu. All these mods especially the older ones need scrubbed and made for drag and drop install making sure they have the in-game pictures for the game’s advanced menu.

    Hope this helps, hurry-up and get it re-installed and get back into the game!! 😀

    • This reply was modified 9 years ago by Lowell.
    • This reply was modified 9 years ago by Lowell.
    in reply to: Russian trainset #18334
    Lowell
    Participant

    For some reason Alex the link is not working on the Class IS.

    in reply to: Russian trainset #18321
    Lowell
    Participant

    Another wonderful model, thanks again Alex.

    Think I have your whole collection so far, great work.

    Lowell
    Participant

    @vinkandoi

    I was going to borrow your’s… 😀

     

    • This reply was modified 9 years, 1 month ago by Lowell.
    Lowell
    Participant

    This last update yesterday fixed tons of issues.

    These guys are working day and night on this project. They have done some great work, as well as the modders.

    I give this last update three thumbs.

     

    in reply to: How long is too long? #17931
    Lowell
    Participant

    I have been watching that as well Douglas. Scratching my head…preferring to make long routes myself, or often in many cases I have to make long routes anyway to get said resource. One long route for wood…seemed to take forever to just get three cars full. Closer ones seem to develop faster?

    Something else that may be on the same line is I have seen trains take off with say twenty passengers, only to have a couple passengers just vanish halfway through the trip. Guess my passenger service is so bad they are jumping trains in mid transit. 😛

    in reply to: GP9's are driving backwards #17900
    Lowell
    Participant

    If the TFGM has been updated so as each mod gets extracted and Only gets placed in the new directory that is cool. However that being said…why have a game manager then. Just make each mod in a single file folder that has the mod name on it and simply drag and drop them into the mod folder. Or…better yet use Steam’s WorkShop for all mods. Steam auto updates all mods a player subscribes to. In this manner, if say a train engine gets updated, the old subscribers are automatically updated.

    I am not too sure having an exe from said game managers inside the game’s default files, may not be making the game unstable, having the name trainfever all through it, my thought is the game is scanning it every scan and may be generating errors.

    • This reply was modified 9 years, 1 month ago by Lowell.
    Lowell
    Participant

    The issue I have had is I have all the mods from the dot net and Russian sites. Each game update many of the mods broke, even the game manager broke three times, I had to pull the lot and re-install everything.

    It’s no biggie, the game is still in development, I understand that. That being said the old game managers are re-installing stuff right back into the game’s default res files. The Dev’s had mentioned they wanted to discontinue loading mods into the game’s default res files because one of the managers wasn’t updated as much as the game manager had been…plus it was making the game unstable.

    I have asked several times from the modders at the net site if they could please set their mods so they are in a single file folder that can simply be dragged into the new Mods folder. I just looked several new mods even the new Challenger from UP is asking people to place the things right back into the game’s main files and not using the new system.

    “??”

    LoL

    Now I have a whole fleet of E A&B’s F A&B’s GP9’s and 7’s Reefer cars and box cars…shay loco’s and disconnect cars. I have been stuck on three other games and have not yet started converting all my toys as yet. Mine will be built for drag and drop to that new Mod folder.

    Why is nobody using the new mod file system?

    • This reply was modified 9 years, 1 month ago by Lowell.
    • This reply was modified 9 years, 1 month ago by Lowell.
    in reply to: GP9's are driving backwards #17739
    Lowell
    Participant

    I don’t mean you Simonmd, “they” must be clueless not to keep up with this. The new post says to rebuild your game “remove the res folder, re-download the game.” Then to place all mods outside the game’s main files into the new mod folder, then in a second sentence it says to use the TFGM (which will load the mods right back into that res folder.)

    They need to get their act together or people will get frustrated and go elsewhere. They get enough bad reviews in Steam and they will loose buyers.

    in reply to: GP9's are driving backwards #17737
    Lowell
    Participant

    Really…dating one steam engine that starts and ends the same day, German buildings in a wild west town. Trains not running the correct direction. Graphic glitches.

    The TFGM has trashed my mods and the TFGM four times everything has had to be re-loaded. I have all the mods from the net and Russian sites. Have had to re-load everything four times. People at the net site continue to build mods that get loaded into the game’s Res folder messing up the game to where you have to pull the res folder and TFGM stuff from the main game folder, then re-download and re-install the game over and over.

    Clueless.

    • This reply was modified 9 years, 2 months ago by Lowell.
    in reply to: GP9's are driving backwards #17713
    Lowell
    Participant

    ::Bump::

    you have American trains running “Backwards”

    GP9

    the short nose is the front.

    LoL this is ridiculous

Viewing 15 posts - 16 through 30 (of 52 total)