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January 7, 2015 at 07:54 in reply to: Is there a playable demo for people interested in buying? #15721Blokker_1999Participant
As far as I know there is no demo version of the game. And a steam account is required. However once the game is installed you can place steam in an offline mode and play without internet connection.
The game itself can be great fun, as can be witnessed by the many people who already played hundreds of hours on this game. They would not do that if it wasn’t possible. However the game does indeed hit a performance barrier when you reach a high number of vehicles and people living in your cities/towns. While that is problematic, by the time you have played to that point, that map can almost be declared finished. It could still be optimised, but you probably are making millions/year at that point and already have a few hundred million in cash reserve which takes the challange away of developing something profitable on a tight budget.
Blokker_1999ParticipantBuilding something like this would be great:
- This reply was modified 10 years ago by Blokker_1999.
Blokker_1999Participantthe best example of a mouse without a scrollwheel (or a difficult to use one) can be on a laptop. The fact that it is not obvious that the list is scrollable is an oversight from the devs who apperantly assumed anyone would try their scrollwheel on it.
Blokker_1999ParticipantActually, you can. But you are required to use the scroll button on your mouse. Granted, it could use some more obvious means like buttons or a bar on the side as well. And watch out when you go over a line with lots of vehicles because the scroll button will also scroll that line of vehicles between left and right.
Oh, and your build is outdated.
Blokker_1999ParticipantPasi, thanks for the help. I built a new map. Got a pretty nice one this time and was actually able to lay out a track in X form with 2 lines crossing each other on the hub. I did loan the max. amount of money ($10M) and placed double track everywhere (to minimize waiting time for my trains) and after only 3 years i did start to make a profit. I only noticed i didn’t have enough signals on one piece of one line and therefore trains got stuck, so i had to send one back to the depot. 6 years in the game and i’m making more profit than on my first succesfull map after a century :p
Oh, i did go for 10 cars on a train. Read somewhere (on another site i guess) that that was the sweetspot for these first trains.
- This reply was modified 10 years ago by Blokker_1999.
Blokker_1999ParticipantSo,
I did sent them an e-mail last saturday and was surprised that I already received an answer today. I did ask them if they could put a response on these forums, but since they responded to me in my e-mail, i’ll simply pastr the answer here:
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Hello,
Thank you for your feedback about Train Fever.
We’ve mentioned some times that we’re going to address the late game
performance in a future patch.
This will take some more time but will be done in the near future.
I’ve added your second point to our buglist.Greetings
Mikael
Urban GamesBlokker_1999ParticipantYou may run a business, but I doubt you write software and I doubt you have to content with a community. While leaving these forums unmanaged is (in part) a bad thing, I can assure you (from my own experience on a major project) that telling people everything is going to be all right is not really gonna help. People will keep complaining. And when you do finally improve on the issue (performance late game will ALWAYS be an issue, it’s just a matter of mathematics in this case, so you can’t really fix it) people will immidiatly start complaining about something else.
Blokker_1999ParticipantTo reach an achievment that tells you to reach the year 2000 i guess you are required to start in 1850
Blokker_1999ParticipantThing is, they already did a part of that. The use of a second core is already implemented (as can be seen in the thread linked to me above on train-fever.net ). So unless they come up with a way to make that completly multithreaded (instead of just one extra thread) we will keep seeing performance issues (and those issues will remain for people with a dual core setup).
Blokker_1999ParticipantSeems logical. Did a quick try with that setup and it does works. Altough next time i should be more carefull about how I release my trains from the depot. Also, gotta make sure to keep the branched line traffic away from the main line traffic (add an extra platform on the hub).
Blokker_1999ParticipantWhoohoo, seems to be working fine š hard to judge stability though on 2min of gameplay š A big thank you
Blokker_1999ParticipantExcept, for most people, for most of the time, the product works as advertised. It’s like complaining that photoshop is barely useable when you loadĀ in a picture that is 1GB in size and has a few gigapixel … It’s the same with TF, the amount of data is simply too much for the system to handle. And as stated before: that is not really a bug. A designflaw? Probably.
I had a quick look at the save games, and I have to say that that has shown me a thing or two. My save files on the maps that become unplayable are around 130MB of compressed data. Uncompress that file and you get to around 400MB of data. That data has to be taken from the game at every turnover of the year and it is that data that the game needs to keep it’s calculations going. That’s still a massive amount of data to keep reprocessing over and over again.
Further more, I would like to point out that as far as I know, digital goods are still exempt from legislation offering a 2 year waranty on goods. Which means that as a consumer you only have the rights that are granted to you in the licenses that you agreed upon while installing the software. While there was an attempt to modernise this legislation in the first half of 2009 ( http://news.bbc.co.uk/2/hi/technology/8044125.stm ), it apperantly died a quiet death. Which means one has to fall back to the game’s license and the Steam Subscriber Agreement:
Steam Refund Policy
As with most software products, unless required by local law, we do not offer refunds or exchanges on games, DLC or in-game items purchased on our website or through the Steam Client.Ā Ā Please review SectionĀ 3 of the Steam Subscriber Agreement for more information.An exception is madeĀ for games purchased duringĀ a pre-order periodĀ if the request is received prior to the games’ release date.
Now can we please go back on topic (which is talking about the actual issue instead of complaining that it’s a gamebraking bug that demands legal action)
Blokker_1999ParticipantHaven’t tried it myself yet. I guess you need a bit of luck. Start out with industry i guess and hope you can get a line with a lot of load, preferably between two cities so you can start with 1 train, single track, 4 stations and get it going.
Blokker_1999ParticipantI don’t know about any boxed versions. But the steam version gives you the game on all platforms. I would assume that any boxed version would also give you a key that can also be activated (or maybe it even requires you to do so) on steam. That way you have the game on all platforms.
Blokker_1999ParticipantBanter, zal op het werk eens kijken wat ik kan opgraven van technische fiches van dat materiaal. Indien niet kan je ook altijd eens te raden gaan bij bijvoorbeeld de redactie van spoorwegjournaal of een vereniging zoals TSP. Zij publiceren in hun magazines ook regelmatig technische fiches van zowel nieuw als oud materiaal.
Ik heb zelf 0,0 ervaring met het modelleren van treinen. Anders zou ik zelf ook wel eens een poging wagen. Maar aan een vierledige zou ik nooit beginnen. De lelijkste trein die ooit op het belgische net heeft rondgereden.
Je zou wel de turbostoxx kunnen herkleuren in NMBS kleuren. Dan heb je al direct onze toekomstige M7 treinen. Hoewel de kans groot is dat de belgische Twindexx treinen hun instapdeuren hoger zullen krijgen en dat de overgang tussen de rijtuigen op normale hoogte zal komen en niet terhoogte van het bovenste niveau zoals bij de standaard twindexx dus wel gebeurd.
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