Hi,
Not a regular on the Forums nowadays and haven't looked at TS for about 6 months. Just don't like the way things seem to be going regarding RSC's recent form and pricing.
I have however updated to TS-2014 to see if there was anything to get exited about but things seem to be the same except for a new U.I. Ran the Woodhead Route and my own Central Route and I cannot see any difference from TS-2013.
I will be therefore be staying away from the Forum and will not be using TS-2014.
Kind regards James.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them
Some new lighting effects in the new "default" routes, some useful functionality in creating quick drives and incorporation of Google Maps in the route editor. So not much, but it didn't break anything....
In fact there have been many changes that would be of particular interest to you as a route builder.
One key feature now is that you can create a route for The Steam Workshop using as much or as little DLC as you like and when uploaded to the Workshop, it is really easy for tens of thousands of people all over the world to download and use the route as long as they have the required DLC on their computer. A super advantage of this system is that the route is almost guaranteed to load and run. The route author also has the opportunity to make changes before finalising the route and once the route has been finalised it will never change. This gives scenario creators the assurance that if they write scenarios for your route, nothing will change to make that route unusable.
It is obvious that people are encouraged to create routes in order to use dependencies that others will have to purchase but this is no different to most freeware routes in the UKTS library where users have to have certain 'default' assets or other dependencies in order to run it.
This is all very good and encouraging for route builders but as well all know, creating routes is a tough and very time consuming activity and there are many skills required in order to create the best routes, not least of all being able to properly signal the route. This is where your experience coupled with this new feature could enable you to create routes for tens of thousands of potential users and have an assurance that changes in the program will NOT make your route unusable.
I would say that TS2014 brings with it many new, exciting features and tools just waiting to be used by those with a passion and skill to make something really exciting with them.
LOL - any point in replying if you are staying away from the forum???
Anyway, I uprated to TS2014 standard and in experience, I feel the same as you with regard to the UI interface. Others have found that the headlight flare setting has impacted on frame rates, but that is easily turn-off and on-able.
I've seen a massive thread about RWTools and the impact that TS2014 has had on the operability of that program and I am still not totally sure what will and what will not work with that. As a consequence, I haven't had the bravery to try it. In fact, I've played just a single 5 minute scenario since TS2014 happened - the BR Blue Class 101 'tutorial' running into Darlington. That's it. Lost my TS mojo I'm afraid.
That .geopdx file is not a code used by the Rebel Alliance...
Hi James,great to hear from you,its been too long, I think the way to think of TS2014 in reality is as, just a patch,and nomore than that! the prerelease hype promised much, but delivered little fundemental,or radical changes,to be fair to the games creators, i dont think there is a great more they can do to the program except for a few cosmetic changes.
My own oppinion is, 2014 has taken a step backwards as regards to stutter and framerates,the woeful quality control of RSC products continue,with passengers flying from platform to platform or wading knee deep through solid concrete whilst performing some sort of dance routine! the testers must have a very cushy job at RSC,maybe the rose tinted specs need a clean!or a viist to specsavers is called for,i ran a Falmouth branch scenario yesterday and to my amazement,the disapearing fence post bug is still there,along with the "you have failed to pick up passengers" fault,the crash to desktop when cutting and pasting lofts,it is unbeliveable that these would get past the testing stage,or maybe they just do not care about quality? i mentioned on a previous thread, about comparisons with the newly released F12013,it runs perfectly right out of the box,no need to unpack the toolkit and fix it yourself,i hope that any further patches address old problems and bug fixes,i will be the first to pat them on the back if that happened.
Regards Kev
CORNWALL THE LAND OF PASTIES AND TREVITHICK! INVENTOR OF THE STEAM LOCO.
BUILDER OF THE WEST SOMERSET RAILWAY ROUTE FOR RS.
PENZANCE TO PLYMOUTH,MODERN,IN PROGRESS.
THE HELSTON BRANCH AND WEST CORNWALL IN THE 1950,S,IN PROGRESS.
bdy26 wrote:... So not much, but it didn't break anything....
Nothing major broken I'd agree but tunnels in some routes, Woodhead for example, are now light inside whereas in TS2013 they were dark. Further discussion on tunnels and other changes in this thread: http://forums.uktrainsim.com/viewtopic. ... 1&t=133971
bdy26 wrote:Some new lighting effects in the new "default" routes, some useful functionality in creating quick drives and incorporation of Google Maps in the route editor. So not much, but it didn't break anything....
B
Pretty much that honestly + ability on the scenario side of things for chaining them and other features officially available now.
@Growley37: Testers will and do miss things, also since everyone's install for TS is different they might not get the same errors or glitches that other people have or suffer from. As far as we know things get reported and aren't acted upon.
The comparison to F1 2013 is a bit of a strange thing as budget and the company who it is made by is completely different. It is pretty bug free, but i have noticed some such as the completely over the top tear wear, continuously disappearing AI that was in 2012 after crashing or even getting a puncture and they retire, No safety car deployments (At least for me) as in 2012, receiving penalties from the AI crashing into you.
Rising Storm -Name is in the credits - To Do scenario, where you go along at 50mph in a Pendo? Who would play it?
Anyone want to help in Play Testing future Rising Storm/ Ro2 Maps? If so please PM me.
Thanks Guy's. I will be checking the Forum once in a while but I fear I have lost interest in TS at the moment. This started few months ago. Thanks for the list of problems Kevin. Most interesting. I had a quick look at the Editor with Pennine Electrics and there seems to be a lot more options on the Platforms but hovering the Mouse over does not give an explanation as to what they do. I am getting to old for learning a load of new stuff. The Central Route as it stands will be my legacy.
Thanks for replying.
Kind regards James.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them
AndyUK wrote:but tunnels in some routes, Woodhead for example, are now light inside whereas in TS2013 they were dark.
It's been suggested on railworks.de that re-installing the LoftTunnelBumpSpec.fx.o, LoftTunnelTexDiff.fx.o and LoftTunnelTexDiffTrans.fx.o files from the ..\Steam\steamapps\common\railworks\dev\Shaders of TS2013 cures this---haven't yet tried it myself though.
Thanks for the tip. Substituting those 3 TS2013 files for the TS2014 ones has made the tunnel walls as dark as they were in TS2013 but the ground and track in the tunnel remain light, in Woodhead New Tunnel at least. If I come up with a complete fix I post it.
AndyUK wrote:Thanks for the tip. Substituting those 3 TS2013 files for the TS2014 ones has made the tunnel walls as dark as they were in TS2013 but the ground and track in the tunnel remain light, in Woodhead New Tunnel at least. If I come up with a complete fix I post it.
Retro wrote:Thanks for the list of problems Kevin. Most interesting.
Happy days!
Good to see you around again, James. Albeit briefly...
Look at some recent screenshot threads to make up your own mind whether you think things might look better. There's also lot of stuff that's happened underneath the hood that Kevin has no knowledge or interest in, and nor indeed may you have. But it's there whether you appreciate it or not.
Considering I paid naff all for the upgrade then the enjoyment I get from watching a steam loco's motion turning round when I'm zoomed in is well worth the money. In my opinion.
Cheers
Bob
Oh, and I've never really have an issue Cutting and Pasting lofts. And I haven't noticed any appreciable difference to stuttering.
<edited by Moderator to meet Forum Guidelines>
"Smoke me a kipper, I'll be back for breakfast!" Commander Arnold Judas Rimmer
AndyUK wrote:Thanks for the tip. Substituting those 3 TS2013 files for the TS2014 ones has made the tunnel walls as dark as they were in TS2013 but the ground and track in the tunnel remain light, in Woodhead New Tunnel at least. If I come up with a complete fix I post it.
Andy L
Track.fx and Track.fx.o perhaps?
Please someone for the love of god please contact RSC with the fix for this, it still seems that they are stumped by this issue. All I get from them when I email is that they are aware and working on a fix. This problem has got me stuck firmly in TS2013 land until this is solved.
chris
Scottish Born Scenario Writer i7 6700K 4.4GHz Overclock -16Gb Corsair VengeanceDDR4 3200MHz - Asus MaximusVIIIMobo - Asus GTX1080 A8G8GB GDDR5X - 240Gb+480Gb Crucial BX200 SSD Windows10 (64Bit) - CorsairHX750i
firetrap1 wrote:Please someone for the love of god please contact RSC with the fix for this...
If new shaders do not work, but old do "work", it means there has been code changes. And restoring old code is most probably not the resolution they are after.