Beiträge von killakanz

Willkommen in der Transport Fever Community

Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.

 

Die Registrierung und Nutzung ist selbstverständlich kostenlos.

 

Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    Now I have a new problem.


    I've added a custom engine sound effect. I have made a new sound_set which is basically just a copy of the stock train_diesel.lua, the only change is I've swapped the idle_drive.wav track with my new audio file.


    I can hear the new effect in game, but it strangely doesn't seem to be attached to the loco. When the train comes into audio range, my sound effect fades up to max volume and stays that way until the loco goes out of audio range again. the sound effect isn't attached to the loco and doesn't sound like it's going past with it...


    I'm really stumped on this one. I've even downloaded another mod that has custom sound effects on it and gone through all the files that came with it line for line. I see nothing that they did differently in the code and their sound effect works fine...

    Hi OlaHaldor!


    Thank you for offering to help with this. I've got it working now!
    Like I was saying in yesterday's livestream, I knew it was that 1 little line of code that I was missing somewhere, and it was! The interior .msh file had the exterior mtl applied to it! X/ Stumbled across that this morning, switched it over to the interior mtl and it's working fine now!


    Watch this space!

    Do you know how tedious it was to download a patch with a 28kbit/s dial in modem and yes I had to do this a couple of times in the old days.

    Ah those were the days. Leaving the PC on overnight to download a 20mb patch.


    Also I didn't respond to the developers of the past comments because I didn't think at the time that it was necessary to mention that pre-orders weren't needed that long in the past because games from the 80s and 90s didn't cost much to make. Nowadays everything is 3D, needs complicated engine programming and extensive trial and error experiments and testing. Back in the days when pre-ordering and massive budgets wasn't needed, you could fit the video game on a 1.44mb floppy disk. The last game I installed was a 4.1GB download...

    There are enough paid game testers to give you an impression how the game delivers (or not delivers)

    Having been an alpha and closed beta tester myself on many occasions, we're subject to something called a non-disclosure agreement, which means we can't tell you anything about it. I've had NDA's on games which forbid me to talk about what happened to games in betas even after the game's release.


    Also, I'd rather not take reviews from someone who is paid to write it. Money influences.

    Comparing pre-ordering video games to pre-ordering supermarket food is pretty stupid. Video games are not perishables.


    And it's not like the video games industry is the only one that does it. I pre-ordered my car. My wife has pre-ordered books. Pretty much everyone who has backed a kickstarter project has pre-ordered something.


    There have been dozens of games that never got released because the developer run out of money, or the publisher pulled the plug because it was costing too much. Like it or not, making video games costs money. Pre-ordering not only shows to publishers that there is a demand, but can also make sure the developer doesn't go bust before release. Yes there's a good chance we're putting our money into a broken, bug-riddled game. But let me share you a secret - everybody knows that. If the developers show no intention to fix it, we still have the right as a consumer to get our money back (the 'not fit for purpose' rule is a good one).


    Where you should really be directing your anger, as far as the video games industry is concerned, is the plague that is micro-transactions. Buying the game, then having to pay more and more just to be able to play it. Games like Payday 2, where you buy the game only to find that you have the barebones unlocked and you have to pay more to unlock weapons that were already shipped and installed in your copy of the game.


    Also:
    "My recommendation for all computer games: Wait at least a few days (better probably a few months), check the forums,"
    Well, if everyone did that, the forums would be pretty blank, wouldn't they? How would we ever know that the game is stable or broken if nobody buys it?

    What in hell drives customers to preorder

    In this case, 25% off.


    I do not expect it to be perfect on release. I will only be complaining if the devs abandon the game without completing the fixes and DLCs they've been promising, like they did with Train Fever. However, since I loved Train Fever, spent so much time playing it and livestreaming it, and since I like what I'm seeing with Transport Fever, I'm willing to give them a second chance.


    But no more than that.

    I'd like to post a render to show my progress for today... but it doesn't really look any different from the previous render. I've mainly been optimizing, shaved off around 2500 un-necessary polys.
    Rest assured though, progress is happening :)

    1. The devs haven't stated directly weather the 20 minute rule is still enforced or not, or if we will still see passengers and cargo disappear mid journey. They have hinted several times towards a more advanced system were passengers and cargo choose between faster or cheaper transport methods, but haven't said directly if they reset when a time limit is reached.
    2. "Several tools allow to influence the departure, path and arrival of vehicles without the need for extensive micromanagement." No further details have been given, as far as I can find...
    3. See 2
    4. Not in initial release. They are considering adding both weather and day/night cycles later.
    5. Bigger than Train Fever. The maximum limits have not been stated but it will apparently be possible to exceed their recommended size limit.
    6. Min specs: Processor: Intel Core 2 Duo 3.0 GHz. Memory: 4 GB RAM. Graphics: NVIDIA GeForce GTX 260 or better, ATI Radeon HD 5670 or better, 1 GB VRAM. A bit more demanding than Train Fever.
    7. ... Ships and planes. Other than that, it's pretty much what Train Fever should have been... Train Fever 2.0 if you like.
    8. Yes it will!! (wohoo!!)

    Decided to make a hype train by livestreaming the creation of what will be my first mod for Transport Fever.


    British Rail Class 101 DMU.


    [Blockierte Grafik: http://www.cs.vintagecarriagestrust.org/cwd/4460.jpg]


    The British Rail Class 101 DMU is one of the longest serving multiple units in the history of Britain's railways. They entered service in 1956 and last 5 were finally retired on Christmas Eve 2003. Their purpose was short-distance suburban commuter runs.
    They could operate in 2,3 or 4 car combinations, however their low engine power made them unsuitable for towing other un-powered wagons.


    I intend to make 2,3 and 4 car options available to the player in this mod, in varying colour schemes. They will have interiors, hopefully using Transport Fever's feature of visible passengers appearing on the seats when they board the train.

    Not very long ago, in the top left-hand corner of Wales, there was a railway. It wasn't a very long railway or a very important railway, but it was called The Merioneth and Llantisilly Rail Traction Company Limited, and it was all there was.
    And in a shed, in a siding at the end of the railway, lives the Locomotive of the Merioneth and Llantisilly Rail Traction Company Limited, which was a long name for a little engine so his friends just called him Ivor.