Transport Fever 2
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dethy




Posts: 3093
Location: Conclave of Shadows
PostPosted: Thu, 5th Dec 2019 21:53    Post subject:
Was watching this dudes videos:

Seems alright so far. Looking forward to it.


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

Derpsole: Nintendo Switch, Derpstation 5 Pro
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Thu, 5th Dec 2019 21:55    Post subject:
There isn't any.

Was playing a nice game in the USA biome and the more I play, the more shit I notice.

Like, again, all cities on the same level... So all tracks are at 0%, lol. It's a bad joke.

Installed TR1 and it was way better. You could actually generate "hilly" maps with some 100-300m height variation between the cities.


Oh and there really isn't a challenge in this. You can just connect any primary resource, like coal/iron/crude oil/grain/stone with its manufacturing plant, set a train and forget. The train, or trucks, ships, will keep delivering goods, even if you don't do anything with it afterwards.

Basically all plants are now like cities, black holes for goods.

Except not goods, but primary resources, which are created indefinitely and nonstop, for free and without any other requirement, then someone picking them up...
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friketje




Posts: 2112

PostPosted: Thu, 5th Dec 2019 22:06    Post subject:
The trailers looked promising, but the real game looks like shit.
I realy don't like how the rails are above the ground, or in the ground for wathever reason.
I didn't particulary remember playing part 1 (but I did, I would never skip to try a game like this), but when i saw the track construction it brings back memories, like how you need to connect tracks with trial and error while there is zero feedback why you're fucking track won't connect to you're original one.
There is zero improvement to part 1, it's a lazy cash grab.
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PredOborG




Posts: 1937
Location: BG
PostPosted: Thu, 5th Dec 2019 23:51    Post subject:
Sin317 wrote:
I am playing a Beta...

and I never said I loved it...

They did ad some things I wish were in TF1, but the more you play, the more you realise how much they removed...


No offence, man. Just I see "the more I play, the more I dislike X or Y" in almost every thread . Razz
I am same to be honest. For the last 5 years I feel so grumpy about almost every game I tried even tho I play like 5-6 in a year and try to pick them.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Wed, 11th Dec 2019 11:36    Post subject:
Transport Fever 2-HOODLUM
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 11th Dec 2019 11:51    Post subject:


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Wed, 11th Dec 2019 11:52    Post subject:
Already has some potent mods out on workshop.

Hope they mod the economy soon. It's one of the single weakest aspects of the game right now.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Thu, 19th Dec 2019 22:52    Post subject:
Quote:
Release notes
Version 27560 (December 19)
Fixed random crash caused by town development
Fixed rare crash related to line manager
Fixed rare crash when modifying airport landing lights
Fixed rare crash in map editor when generating heightmap/towns/industries/streets
Fixed rare crash when initializing new game
Fixed rare crash when building stations
Fixed rare crash related to vehicle manager
Fixed wrong catchment area display and preview in certain cases
Fixed vehicles stuck when there is only a very short segment after railroad crossing
Fixed invalid parcels / town buildings in rare cases
Fixed vehicle store not opening after depot electrification
Fixed small stuttering when hovering mouse over objects
Fixed guide system not reset when playing map
Fixed vehicle doors opening on wrong side
Fixed modern headquarters appearing too early
Fixed tram catenary poles on railroad crossing
Fixed railroad crossing animation details
Fixed street station details
Fixed add station mouse cursor bug
Fixed black streets/tracks rendering bug
Fixed module slots sometimes occluded by terrain
Fixed UI scaling issues in construction menus
Fixed preview images of autosaves not deleted
Fixed various texts and translations
Fixed compatibility problems with certain Linux distributions
Fixed generate streets didn't show progress (map editor)
Fixed actions not stopped when switching construction menu tab (map editor)
Fixed crash if specified crew model not found (modding)
Fixed crash when encountering compressed TGA files (modding)
Fixed car models from mods not visible in game (modding)
Fixed several minor details in missions 1/5/11/16/18 (campaign)
Improved in-game settings (show all options)
Improved missing resources handling (e.g. skip models with missing meshes)
Improved railroad crossing with sound effect
Improved airport details (terminal numbers, lights)
Added train editing feature
Added cargo load ratio feature
Added Set line - New line feature
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deelix
PDIP Member



Posts: 32062
Location: Norway
PostPosted: Fri, 20th Dec 2019 17:28    Post subject:
Really been trying to like this game since the beta... at least its good to see they are fixing a lot of issues. The "rare" crash when creating a new game is something that have happened to me more than once. Not a huge deal, just annoying.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Sun, 8th Mar 2020 16:04    Post subject:
Quote:
Stable
Version 28231 (March 6, 2020)
Fixed rare crash shortly after loading the game

Version 28218 (March 6, 2020)
Added straight street building mode
Added bulldozer brush feature: keep bulldozing while mouse pressed
Added free bulldozer functionality: bulldozing is generally free
Added refund bulldozer functionality: get a refund when bulldozing immediately

Added bulk color reset functionality in vehicle manager
Added terrain rendering quality low setting
Added debug mode feature: Alt Gr + d: debug window with various features
Added debug mode feature: Alt Gr + i: show rendering statistics
Added debug mode feature: Alt Gr + r: reload shaders
Added debug mode feature: Alt Gr + b: show bounding boxes
Improved memory usage: significantly lower RAM consumption
Improved module builder performance (harbors)
Improved terrain rendering performance: particularly on AMD graphic cards
Improved grass rendering performance
Improved line editing performance
Improved save game loading time
Improved line/vehicle manager usability: double-click on line opens line window
Improved line manager: currently hovered line blinking
Improved line manager: station labels of selected line better visible
Improved line manager cargo config icon style
Improved lines table: added links
Improved vehicle manager: added condition column
Improved vehicle statistics: added links
Improved line statistics: added links to line window charts and finances
Improved add mods to save game button
Improved vehicle (train) behavior: keep current stop when path is interrupted
Improved track catenary: distance between poles depending on curvature
Improved train depot with high speed upgrade ("No country for old trains" ach.)
Improved picking of ships when docked
Improved hover rendering of harbors
Improved camera tool field of views: level of detail now scales correctly
Improved search field focus: pop focus on ESC when empty
Improved modding stability: removing bridge or tunnel mods no longer crashes
Improved underground rendering for module builder/bulldozer (modding)
Improved error reporting when models are incorrectly configured (modding)
Improved handling of incompatible mesh/materials configurations (modding)
Improved collision handling of module slots with water: added parameter (modding)
Improved rail station era_c platform roof connector
Improved LODs for stations
Improved LODs for depots
Improved LODs for ships
Improved LODs for aircraft
Improved LODs for asian locomotives
Improved LODs for ice1, avelia_express, eurodual and ten_wheeler
Improved LODs for oil refinery and steel mill
[Campaign] Improved cargo counting in mission 15
[Campaign] Improved translations in mission 16
[Campaign] Improved custom cargo models in several missions
Fixed delay/freeze when building land bridges
Fixed a problem where a big ship could be sent to a small dock and get stuck
Fixed vehicle store search field focus lost issue
Fixed rare crash with certain AMD graphics cards
Fixed rare crash when loading certain save games
Fixed crash when cloning vehicle on a line without stops
Fixed terrain rendering artifacts on Intel HD Graphics
Fixed an issue with rendering of bulldozer selection for underground objects
Fixed random crash when starting a new game or generating streets in editor
Fixed street terminal builder costs label not shown for non-terminals
Fixed Alt/Ctrl shortcut combination issue
Fixed some shortcuts
Fixed vehicle editor details when (re)moving wagons
Fixed vehicle window left click unfocus issue
Fixed multiple unit flipped icon issue
Fixed carrier filter buttons order
Fixed cloned aircraft ignoring small/large hangar
Fixed cockpit camera cargo item style
Fixed vehicles losing custom color when replaced
Fixed terrain ground texture glitches
Fixed several small performance issues
Fixed various vehicle balancing issues
Fixed line cargo configuration icon not showing active state in certain cases
Fixed collision with modular station when deleting and rebuilding a connected track
Fixed a train station building graphic glitch
Fixed issue where cargo items at truck stations not merging in 10 item groups
Fixed issue when building stations or depots leading to short game freeze
Fixed missing paths at train station main entrance
Fixed ship jumping when docked at terminus dock
Fixed UI playing many sound effects at once
Fixed industries and streets showing incorrect costs (map editor)
Fixed streets incorrectly having maintenance costs (map editor)
Fixed construction menu filter button list not scrollable (modding)
Fixed only four track types limitation within the rail station construction (modding)
Fixed vehicle maintenance costs when interval is non-default (modding)
Fixed module menu parameters not scrollable (modding)
Fixed ships virgo, herkules_xi, dunara_castle and zoroaster not being big ships
Fixed bounding volume of certain dock models
Fixed lanes for cargo harbor main building
Fixed texture error for Asian tram lvs_86
[Campaign] Fixed a crash in mission 9 when attempting to modify a rail depot
[Campaign] Fixed mission 11 progress counter


Hilarious to see such obvious QoL improvements after all these years and 3 versions of the same game...

Will this make it any more fun? I doubt it...
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Reg67




Posts: 5432

PostPosted: Tue, 23rd Feb 2021 14:41    Post subject:
Transport.Fever.2.v31895-CODEX

 Spoiler:
 
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 9th Jul 2021 07:52    Post subject:
A bunch of minor QoL improvements.

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HubU
VIP Member



Posts: 11361

PostPosted: Thu, 22nd Jul 2021 23:32    Post subject:
Transport Fever 2 v33872-GOG


"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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