Xanos

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  • in reply to: TFMM or TFGM #21334
    Xanos
    Participant

    The idea of TFMM development was to build an extremely lightweight but stable tool for importing mods and most importantly easily uninstalling them again from the internal game folder (res).
    With the implementation of internal modding support, mods no longer have to be placed in the “res/” folder. This makes installing and uninstalling mods by hand much more easier, and mod managers are Autorallye not required anymore to be on the “safe” side.
    However, they still can make handling mods easier for the player, as they give a nice overview, batch processing capabilities and more information about the mod than the internal mod manager of Train Fever.
    Additionally, both managers can access the online mod database on http://www.train-fever.net
    TFGM also focuses on many other aspects besides mods, while TFMM focuses on managing mods (as well as DLCs and Maps with the upcoming update).
    TFMM should have no problems with another mod manager being used simultaneously, as it just reads in alls mods that are installed in “mods/” folder of Train Fever. Especially, TFMM will never “tie” you to it 🙂 I don’t know about TFGM as I do not use it in production.
    In the end, the decision of course has to be made by yourself, based on your needs.

    • This reply was modified 8 years, 1 month ago by Xanos.
    in reply to: Mega_metro_vanilla.rar #20781
    Xanos
    Participant

    Hello Winston,

    Please check out the official support at https://www.train-fever.net/index.php/Thread/67-ModManager-TFMM-Train-Fever-Mod-Manager/ for further help with TFMM.
    Also, please provide the source of your mod file there.

    Cheers, Xanos

    • This reply was modified 8 years, 4 months ago by Xanos.
    Xanos
    Participant

    With the update to Build 5112 the end-of-the-months lags are resolved for me. Thanks for the fast and good work, Urban Games!

    in reply to: My experience with build 5068 #16567
    Xanos
    Participant

    The CTDs I had with build 5068 are fortunately gone with build 5080, both played with numerous vehicle and signal/depot mods, but no changed game files.

    Of course mods can be a reason for crashed but I am very happy that build 5080 resolved the problems for me without having to check each and every mod.

    in reply to: My experience with build 5068 #16552
    Xanos
    Participant

    @isidoro, this is possible since the initial release 😉

    in reply to: My experience with build 5068 #16547
    Xanos
    Participant

    Update (Build 5080):

    The “every street is a main street”-problem is now solved for me with build 5080: Thanks UG for this quick fix even during the weekend! Also, eis_os has released a new version of his TFPatchPlus for build 5080, again enabling demolition of main connections if desired.

    I did not have any CTD during my short test (about 20 minutes)

    Unfortunately, the end-of-month-waiting time is extreme for me. Prior to build 5068 I had no noticeable waiting time at the end of the month in my save game. Now I have to wait 5-10 seconds each month.

    Cheers, Xanos

    in reply to: My experience with build 5068 #16529
    Xanos
    Participant

    Regarding the texture quality: I only get lags on high texture quality after player for about 80 years on large maps. I do not know how the engine works but obiously, with increasing number of objects on the map, more and more Video RAM is needed. Normally I would expect that copies of the same model/texture would be used as a shared ressource. However, I assume that each model is loaded separately to the memory – resulting in tremendous amount of needed graphic memory when reaching a large number of objects on a map. – Correct me if I’m wrong.

    Regarding the continuing existence of the “main street bug”: As soon as one (any) street that is considered a main connection is bulldozed, all streets on the map will be considered a main street from this point onward. This is a problem for all users of a patch that allowed deletions of main streets while having the patch active, regardless from eis_os (TFPatchPlus) or Omich (Train Fever Patcher). But, also “normal” users can reproduce this bug quite easily without any modifications necessary as shown by Razer339: https://www.youtube.com/watch?v=Cwg5FXLGI1Q (source: Post on train-fever.net)

    As shown above, the bug can be reproduced without any modification in any way, so please fix this.

    Cheers, Xanos

     

    P.S.: If it would be my turn to decide upon the fate of the whole “main street feature” I would be glad to rip it from the face of the earth in no time (or at least rip it out of Train Fever 😉 ). Your intention may be comprehensible and even respectable, but with the current state of the game (I’m talking about the not quite perfect overall usability and mainly about the missing possibility to “plan” constructions) it is a huge pain in the -you know where- to have this feature activated. Sorry to say this guys, but without the community patches or old save games without this “feature” I would not have and will not play TF. (Although you got you money regardless if I continue to play or not 😉 )

    I hope there are no hurt feeling, I just would love to see this feature be gone or at least integrated in a better way – more suited regarding the rest of the game: I already proposed at least one different possible way of integrating it “better” (imo) on the Steam forums.

    Cheers again, Xanos

    • This reply was modified 9 years, 2 months ago by Xanos. Reason: added P.S
    in reply to: My experience with build 5068 #16512
    Xanos
    Participant

    I think they in fact do test. Of course not every system combination can be tested. Naturally, I’m disappointed by the CTD that I experience (although I seem to be the only one (?)). Tomorrow I may take a look into it. However it would be a real shame if my safe game would be corrupted to a state in which I no longer can play it without CTDs – especially since everything was completely fine before the update!

    Regarding the street “feature”: I can only say that I personally, although I consider myself an experienced player, never liked it. I will definitely not play while this feature remains on. Same as after this feature was introduced, I will stopp playing, until some patch like the one provided by eis_is is compatible to the new build.

    I really like this game. I invested, created the TFMM, publish videos on my channel, act as moderator on tf|net and currently even work on my first mod. Given this, it only hurts more to be personally disappointed when patches degrade my gameplay experience.

    Of course, as always, I can only speak for me. I very well noticed that for most people especially the performance fix made their experience much better and I appreciate this. But when it comes down to “if I can play a nice round of TF in the evening or not”, I must say that today was no “nice” evening for me.

    Well, life has other things to give besides playing games. 😀 Furthermore, I believe that Urban Games will continue to deliver patches and one day, (almost) everybody will be happy with Train Fever. At least I hope so 😉

    Good night.

    Xanos
    Participant

    @coujou: next time if you copy my summary please at least mention my name or make a correct backlink 🙂

    in reply to: TFMM – Train Fever Mod Manager #14055
    Xanos
    Participant

    Major update released today. Get the new version here.

    in reply to: 64bit Support #3695
    Xanos
    Participant

    The real advantage of 64 bit is not speed, it’s memory!

    For simulation games 64 bit is much much much more  than just a buzzword. Ever tried to handle large maps with ohne 32 bit memory addresses? I doubt it.

    For Train Fever, large maps are completely unuseable without a 64 bit game exe.

    • This reply was modified 9 years, 8 months ago by Xanos.
    • This reply was modified 9 years, 8 months ago by Xanos.
Viewing 11 posts - 1 through 11 (of 11 total)