uzurpator

Home Forums Better simulation, better usability, better Train Fever

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Viewing 15 posts - 61 through 75 (of 114 total)
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  • in reply to: Still no performance update? #14291
    uzurpator
    Participant

    Following the discussion on the ‘Support’ forum.

    I have removed display of people on towns. There is a SIGNIFICANT speed improvement. Towns are abit deserted right now but nonetheless.

    I had single digit frame rates in biggest cities, now in most viewing angles it is is about 30-50fps.
    My Machine is now 4ghz core 2 quad + radeon 6850. I will be now digging more into this.

    in reply to: Another performance update ? #14247
    uzurpator
    Participant

    Ad-Hoc options needed:

    Display limited particles off/on – if turned off then smoke coming off town buildings is turned off ( we want our steam engines to smoke, thank you very much 🙂 )

    Display actors off/on – if turned off then people roaming the streets are not displayed

    Display town buildings off/on – if turned off, then town buildings are not displayed. Instead a rectangle footprint coloured after the building purpose ( leasiure, residental, industrial, commercial ) is displayed.

    Display Catenary off/on – if turned off then electric poles are not displayed.

    in reply to: TF have an intro #14240
    uzurpator
    Participant

    It does not.  It is compiler generated file. It should not be a part of a release.

    My remark is targeted at mikael tho 🙂

    in reply to: [suggestion] Please change *.tga to *.jpg for game assets #14233
    uzurpator
    Participant

    EDIT: I meant freeimage, not zlib.

    in reply to: [suggestion] Please change *.tga to *.jpg for game assets #14231
    uzurpator
    Participant

    Why on earth would that break the game?

    I have been using libraries that abstract away image format and expose the raw bits for years. Like  CxImage or Zlib. This is 1 hour of effort to change this.

    Let’s make it 8 hours in production environment.

    in reply to: TF have an intro #14228
    uzurpator
    Participant

    You might also want to remove the *.manifest files from the root installation directory.

    in reply to: Losing interest in this game #14180
    uzurpator
    Participant

    Get my balance mod. You’ll be surprised how pleasant the game is, when it is properely balanced.

    http://www.train-fever.net/filebase/index.php/Entry/535-Balance-Mod-UPDATED/

    • This reply was modified 9 years, 5 months ago by uzurpator.
    in reply to: [REL] Balance Mod #14096
    uzurpator
    Participant

    Mod has been updated to version 44. Please redownload from:

    http://www.train-fever.net/filebase/index.php/Entry/535-Balance-Mod/

    Fixes include removal of the bug Bosvelt has reported. Some goods cars were actually carrying wood…

    • This reply was modified 9 years, 5 months ago by uzurpator.
    in reply to: [WIP] Reasonable balance MOD #14042
    uzurpator
    Participant
    in reply to: Still no performance update? #14024
    uzurpator
    Participant

    The deal is, that particles are simulated on CPU ( each particle = cpu load ) and I am willing to bet that each particle system is a single “batch”, meaning another CPU load. In a city with 100 buildings you can expect about 200-300 chimneys, so 200-300 batches and several thousand particles.

    That is massive.

    Agents are cheap. Even my machine ( a lowly Q6600 with 2.4 Ghz ) can simulate late game at 60 fps with no graphics displayed. Heck – my current game in 1885 has 40 trains, 80 buses and all cities with 400-500 population and when not looking anywhere in particular I get 60 fps.

    EDIT No, graphics options do not remove particles.

    • This reply was modified 9 years, 5 months ago by uzurpator.
    in reply to: Still no performance update? #14018
    uzurpator
    Participant

    Kind of.

    If you edit “\res\models\model\asset\chimney_XXX” files and remove all the particle emitters, then newly created buildings will not emit smoke from their chimneys. This yields quite significant speed-bump when viewing cities.

    in reply to: Still no performance update? #14013
    uzurpator
    Participant

    I found a very cool way to increase the performance of the gam by a significant factor. I’ll have to test it first, but it is quite easy to do.

    Stay tuned.

    in reply to: scrolling #14011
    uzurpator
    Participant

    I’ll necro this topic.

    I started to pay attention how I navigate the map. It seems that I:

    When I want to focus on away object

    1. Strategic zoom away

    2. Move to new location using a combination of right mouse button drag and ctrl+mouse drag ( If you keep ‘control’ you will adjust camera viewpoint )

    3. Zoom it

    It is so instinctive, that I don’t notice this anymore.

    When I want to follow trains I just use the ‘follow train’ order

    When I want make precise adjustments I use WASD/Arrows and Ctrl+Mouse adjust.

    So – my point still stands. TF does not have proper terrain dragging, but it is salvageable. With all the camera movement options I don’t notice this anymore, even though it bothered me at the release.

    in reply to: Can't twin the tunnel, can't delete it #14010
    uzurpator
    Participant

    Why would you build such a long tunnel in the first place?

    Are you unable to twin it from both sides?

    You can drag tunnels bit by bit, you know…

    in reply to: [WIP] Reasonable balance MOD #13956
    uzurpator
    Participant

    Release postponed because: stake car 🙂

Viewing 15 posts - 61 through 75 (of 114 total)