Steve

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  • in reply to: Let's Play Train Fever (Coming soon) #3277
    Steve
    Participant

    Not to worry jm764, your last video was really good, the quality was so much better, probably the best quality online atm. Thanks for sharing and look forward to seeing some more 🙂

    in reply to: pschlik's TF Beta YouTube Videos #3271
    Steve
    Participant

    Awesome! Keep them coming @pschlik

    in reply to: Co-op function? #3266
    Steve
    Participant

    Yeah communications from the devs appears to be in short supply, I suspect because we don’t speak German we’re aliens 😛

    From what I’ve been able to glean from the interweb and steam, this game appears to be single player only. I doubt it could be modded as it would require specific control over the game engine, particularly network functions, and I doubt the developers would allow a script to take control over the core functionality of the engine.

    Never know with enough support for it from the community, we may be able to convince them to add it as a feature further down the line.

    • This reply was modified 9 years, 8 months ago by Steve.
    in reply to: What I'd really like to see #3264
    Steve
    Participant

    Some further thought on run around operations. I guess it would only be possible if the remaining consist remains persistent. From what I’ve seen, consists do seem to be persistent however I’m not absolutely sure if a consist without a loco would be persistent. Also, we’d need to figure out if locos can actually detach from the consist and then re-attach to it.

    If the above is possible, then I can see having vast arrays of sidings with rolling stock sitting in it… could end up being quite expensive having all that sitting around doing nothing though, very much like a real railway 😉

    Personally I think it’s a fascinating idea and worthy of some experimentation when we get some further information on what we can legally do with modding. There might be some restrictions on what we can actually mod.

    in reply to: Modding wiki #3263
    Steve
    Participant

    Just to throw a few more points at this, prompted from another thread, we could also use some details on:

    • Supported scripting language including game specific syntax (in the case of lua being the language of choice)
    • Some indication as to limitations of script control over game objects
    • Are custom user interfaces plausible

     

    in reply to: What I'd really like to see #3262
    Steve
    Participant

    The scripting language hasn’t been divulged as yet, we’re still awaiting information on the modding tools. I suspect it might be something along the lines of lua, being the most popular scripting language for games though. But having said that, it’s very much a “wait and see” affair – it could end up being something entirely proprietary to the game engine, particularly if it’s something they’ve created specifically for TF.

    in reply to: What I'd really like to see #3259
    Steve
    Participant

    Would be nice to see locos run around the train but it doesn’t appear we’ll have that in the game that ships, however it might be something that could be modded into the game. Although, you would need more advanced options for signalling. I believe waypoints are going to be included in the game so that would also be required to have trains run around.

    As it appears up to now, the type of freight a train carries is dependent upon the type of freight car your train is pulling, there doesn’t appear to be a way to specifically select a freight type – there isn’t even an unload only option to only unload freight at a particular station. Also, there appears to be two station types, passenger and freight, and the two are not interchangeable – ie you can’t have a freight train drop off or pick up freight at a passenger only station.

    • This reply was modified 9 years, 8 months ago by Steve.
    in reply to: Modding wiki #3255
    Steve
    Participant

    Yes could do with some information on that myself. I suspect some sort of 3D modelling application (3DS Max, Blender, etc) and texture creation app (Photoshop) would be useful.

    Course much of what you’re asking depends whether they’re using a bespoke graphics engine or not, which I suspect is the case here. In which case we’d probably need details on:

    • Proprietary exporters for meshes and animations required
    • Animation requirements such as IK, TCB Rotations, etc.
    • Proprietary shaders and their configurations
    • Particle emitter setup and configuration
    • Mesh vertex and/or polygon limits per object
    • Mesh hierarchy requirements for animating objects

    I would suspect, based on other games, that Direct3D dds textures would be the format of choice given the support for normal and cube maps but would depend entirely on the shader requirements.

    • This reply was modified 9 years, 8 months ago by Steve.
    in reply to: Give access to beta for those who pre-purchased. #3248
    Steve
    Participant

    Indeed, seconded. Although, from what I’ve seen elsewhere on this forum, this will most likely fall on blind eyes and we’ll have to wait the two weeks or whatever it says on steam.

    in reply to: Will trains expire or get obsolete? #3238
    Steve
    Participant

    From what I’ve seen on videos, as trains grow older they do indeed vanish from the purchase list.

    The upgrades sounds like a very interesting idea for a mod, I might have to take a look at that. Failures would also be interesting, if it’s not something that ships with the base game.

    Steve
    Participant

    Let’s not forget that there will be modding available from day one, so if something isn’t to your liking, you can either wait for someone to produce a mod or do one yourself. Either way, I’m sure you’ll be able to get all the trains, freight cars, functionality you like. I read in a thread somewhere else on the forum that someone will be creating an American themed content pack for TF so you’re pretty much covered in the US. I’m actually pretty keen to see some of that myself.

    in reply to: British trains #3219
    Steve
    Participant

    @HumberLoop we haven’t decided yet but most likely around the usual price for content. It will be the most advanced passenger train experience you’ve ever had 😉

    in reply to: British trains #3215
    Steve
    Participant

    @HumberLoop it is yes, coming very soon™

    SB

    in reply to: British trains #3202
    Steve
    Participant

    I have a load of content that’s ready to go, including a complete array of British colour light signals (era 1990 to-date), as well as Classes 40, 43 (HST), 45, 47, 57, 370 (See Below), Mk1, Mk2 & Mk3 Coaches.

    Any gaps in content, I’m a bit of a 3DS Max veteran with over 15 years’ experience in 3D Modelling and Design, so I could probably help bring a plethora of British content to the scene.

    Just a shame I didn’t make the beta team but I’ve pre-ordered so maybe we’ll get early access at some point.

    SB

    Here’s a little something I’ve been working on for “another-well-known-sim”:

    APT-P

Viewing 14 posts - 46 through 59 (of 59 total)