Forum Replies Created
-
AuthorPosts
-
uzurpatorParticipant
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.uzurpatorParticipantAd-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.
uzurpatorParticipantIt does not. It is compiler generated file. It should not be a part of a release.
My remark is targeted at mikael tho 🙂
December 5, 2014 at 10:26 in reply to: [suggestion] Please change *.tga to *.jpg for game assets #14233uzurpatorParticipantEDIT: I meant freeimage, not zlib.
December 5, 2014 at 10:12 in reply to: [suggestion] Please change *.tga to *.jpg for game assets #14231uzurpatorParticipantWhy 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.
uzurpatorParticipantYou might also want to remove the *.manifest files from the root installation directory.
uzurpatorParticipantGet 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.
uzurpatorParticipantMod 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.
uzurpatorParticipantuzurpatorParticipantThe 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.
uzurpatorParticipantKind 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.
uzurpatorParticipantI 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.
uzurpatorParticipantI’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.
uzurpatorParticipantWhy 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…
uzurpatorParticipantRelease postponed because: stake car 🙂
-
AuthorPosts