Railworks core updates!

General discussion about RailWorks, your thoughts, questions, news and views!

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220389
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Re: Railworks core updates!

Post by 220389 »

jivebunny wrote:Yeah, I'd imagine minor breaches like this and the dozen or so cases of users posting about the beta on RSC's facebook page will simply result in a prompt sacking from the beta program rather than any legal action. That is of course unless they want to make an example of someone, something which might actually be worth doing considering the number of people who seem to think that accepting a Nondisclosure Agreement is as legally-binding as saying "maybe" to a staff night out...

The breaches on Facebook were beyond belief... where better to openly ignore an NDA than by writing about the beta on the developer's own social media page? :roll:
Sadly a lot of people will do that no matter. Just currently look on Youtube for the amount of breaches for MS Flight beta, and even dating back from the Test Drive Unlimited 2 beta, a few people thought it was fine to post screens etc from them on tech forums (All of course quickly reported)

For nnndoh it is very strange for Verify file's not to replace the exe file for RW3, as come across problems with other steam games and fully replaced everything for me.

Not related to Railworks, but today some french blog sites revealed what the next Call of Duty is and apparntly Activision isn't to happy at the moment in time due to that.

Chris
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Re: Railworks core updates!

Post by styckx »

All NDAs are pretty broad, most of it is to prevent disclosure of trade secrets.

For example. If I got on Aurans beta team and I knew in 9 months they were releasing a new version of Trainz with Jet being replaced by CryEngine (LOL I know, just go along with me here ok) Then I emailed RSC detailed information about Aurans plans, copies of the beta, and release plans.

^ That's a huge problem and most of the time what companies are protecting themselves against.. The rest is important also but to a lesser extent..
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Re: Railworks core updates!

Post by Traveller54 »

Personally speaking I wouldn't want to let it be known that I was a Beta team member (and I wasn't!) in light of the many pages of messages in these forums outlining various problems :roll: :evil:
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Re: Railworks core updates!

Post by andynwt »

Perhaps the beta testers didn't experience these issues? You can only report on what you see. I know that I don't see a lot of the problems that people on here post about, or maybe I just have lower standards!! And who is the majority - the people who are vocal on here, or the people who are not?
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Re: Railworks core updates!

Post by tads1970 »

Acorncomputer wrote:Hi

According to other reports, sometimes this file is often missing after an update so you need to do a verify cache to obtain the missing file. Make sure that Steam has finished downloading before trying to start the program. You will know when it has finished as a flag will pop up in the bottom right hand corner of your screen to tell you so, perhaps up to 30 seconds after the verify appears to have finished.

Thank's Geoff,

Your instructions sorted the problem out.I had 20 missing files according to Steam.All is working as it should be.Thanks again.

Daz
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Re: Railworks core updates!

Post by nnndoh »

why should the NDA still be in place if all the features of that program is allready released 2 or 3 weeks ago?
and in the beta testing date i kept my mouth shut.

and my problem is solved, i just deleted the whole railworks folder and steam redownloaded everything.
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Re: Railworks core updates!

Post by Wikkus »

shanyiqua wrote:openrails shadowing in very WIP state (0.7 version)
It runs at very high frame rates without fraps (40-90 fps), the shadows looking nice, the shadow edges aren't jaggy.
I have absolutely no idea what the referenced video is supposed to demonstrate, but it DOES NOT show the above and sure as hell DOES NOT look better than RW; I'm not seeing anything more than a mildly tweaked-looking MSTS clone.

Rik.
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Re: Railworks core updates!

Post by Traveller54 »

Wikkus wrote:
shanyiqua wrote:openrails shadowing in very WIP state (0.7 version)
It runs at very high frame rates without fraps (40-90 fps), the shadows looking nice, the shadow edges aren't jaggy.
I have absolutely no idea what the referenced video is supposed to demonstrate, but it DOES NOT show the above and sure as hell DOES NOT look better than RW; I'm not seeing anything more than a mildly tweaked-looking MSTS clone. Rik.
Wasn't it just demonstrating that a railway simulator program can run at those sort of framerates?
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Re: Railworks core updates!

Post by Darpor »

nnndoh wrote:why should the NDA still be in place if all the features of that program is allready released 2 or 3 weeks ago?
and in the beta testing date i kept my mouth shut.

and my problem is solved, i just deleted the whole railworks folder and steam redownloaded everything.
Like I said, only you will know the terms of your NDA. If you read the previous page, various different types of NDA are explained.
DPSimulation - http://www.dpsimulation.org.uk/ - Free High Speed Downloads of TS2012 Content

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Re: Railworks core updates!

Post by shanyiqua »

Wikkus wrote:
shanyiqua wrote:openrails shadowing in very WIP state (0.7 version)
It runs at very high frame rates without fraps (40-90 fps), the shadows looking nice, the shadow edges aren't jaggy.
I have absolutely no idea what the referenced video is supposed to demonstrate, but it DOES NOT show the above and sure as hell DOES NOT look better than RW; I'm not seeing anything more than a mildly tweaked-looking MSTS clone.

Rik.
Then read the description. It's supposed to demonstrate that some (actually all, except TSX) 3d engines can provide good looking shadowing, with pretty high frame rate on non nasa PC, while in same time TSX provide bugged ugly shadows with artifacts, and low frame rate.
It isn't supposed to demonstrate the assets, since it uses msts assets without any modification, because openrails is not reached even alpha state, so except captainbazza, noone made a high poly model specially for that. But it's really sad, when a pre alpha software, without much optimization, is much better optimized than a full, final game after a lot of patches...
But i can show skyrim too, how much better it looks, and how much better it runs on same pc where TS2012 is nearly unplayable. http://www.youtube.com/watch?v=LCVfmfqU9H8
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Re: Railworks core updates!

Post by Traveller54 »

I think I have found the solution to all our woes with TS2012 - get OpenRails to use TS assets!!
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Re: Railworks core updates!

Post by jivebunny »

nnndoh wrote:why should the NDA still be in place if all the features of that program is allready released 2 or 3 weeks ago?
Have RSC told you 11.0b is the last ever release of Railworks? Are they stopping development? Was there an expiry date on your NDA? If the answer to those questions is "no" then the beta program and development of the core software is still very much ongoing, therefore the NDA still applies and I don't see why anyone would think otherwise.
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Re: Railworks core updates!

Post by welshdragon »

Hello All,

A slight deviation, but since the main update why is it that only certain Routes have that awful unatural blue haze in the distance ?

Regards
Alan
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Re: Railworks core updates!

Post by DavidEFC »

welshdragon wrote:Hello All,

A slight deviation, but since the main update why is it that only certain Routes have that awful unatural blue haze in the distance ?

Regards
Alan
Same here but with me it's white not blue
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Wikkus
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Re: Railworks core updates!

Post by Wikkus »

shanyiqua wrote:Then read the description.
Er, I did...
It's supposed to demonstrate that some (actually all, except TSX) 3d engines can provide good looking shadowing, with pretty high frame rate on non nasa PC, while in same time TSX provide bugged ugly shadows with artifacts, and low frame rate.
It doesn't. It's nearly 10 minutes of MSTS with bells on.
It isn't supposed to demonstrate the assets, since it uses msts assets without any modification, because openrails is not reached even alpha state, so except captainbazza, noone made a high poly model specially for that. But it's really sad, when a pre alpha software, without much optimization, is much better optimized than a full, final game after a lot of patches...
It's a pointless comparison -- lower poly models produce better framerates; Ohmygod!! Who'd have guessed?! :roll:

Stick some similarly complex models into the scene and then see what happens.
But i can show skyrim too, how much better it looks, and how much better it runs on same pc where TS2012 is nearly unplayable. http://www.youtube.com/watch?v=LCVfmfqU9H8
What's the point in comparing a first-person RPG with millions and millions of dollars of R&D based on a 3D engine from a developer that's been on the scene for, what, 25 years, employing hundreds and hundreds of people, with RSC who employ, what, 50 people? And they're using a second-hand game engine which they're trying to tweak to suit their needs.

It's not comparing apples with apples. It's not even comparing apples with fruit. It's comparing apples with lobster.

Rik.
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