Beiträge von Daniel F

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    Kadimbey You made a beautiful description of what we want. Realistic sounds regardless of whether the vehicle emits less or more noise.

    It is a combination of three factors, all the noise that the engine and its components of the vehicle, impacts related to the speed with the terrain and its variations (including internal and external sounds) and the sounds of the environment related to climatic reactions (external).


    Vehicles available in the game are old models.

    All references I have to the MAN Lion's Coach are robust noises in every way. Probably the 900 would have much less noise than other generations.


    The big inconvenience is the absence of a sound system compatible with real vehicles and everything that involves the real experience.


    I was forgetting, I prefer some older vehicles precisely because it has this sonic identity more touched on.

    This feature is present in several games. OMSI is a great example, the base vehicles and DLCs are mostly focused on old vehicles and the thousands of mods created by the community.

    Many people want to experience what they have seen in the past. I don't want to belittle modern vehicles, I like them all because they bring comfort, technologies, elegance and a fantastic design.


    Yes, we don't see many simulators being developed on the Unreal Engine platform. I believe that the games are advancing in the best sonorous, see the announcement of the new system of consoles, improvements were mentioned in this sector.

    And the UE4 is a modern mechanism in constant evolution and in the long term it wants the best option even if there are difficulties at the moment, but we also have to take into account that TML has few employees and a reduced annual budget in view of the large market that focus on in other genres.


    But hope remains alive around the subject now that TML has positioned itself and is analyzing and working in the sound field.

    It is good to make it clear which way the games should go in terms of improvements and which should be concentrated. The community is a kind of laboratory, many are active and attentive to mistakes and also to success.

    At the moment I have no way to add anything else.

    Now is to wait for the right moment when something is implemented to the games.

    juls2008

    You are right, I would play Fernbus and Tourist for longer if the sound of the vehicles was more real. ^^


    I always liked the vehicles and what catches my attention is the sound of the engines, shifting or slowing down among others.

    The vehicle emits sounds like a musical track with its percussion, melodies and various instruments. It is something programmed, you have to follow the score to make sure everything works.


    Lately I am restrained waiting for news. I know that the subject was discussed at TML and the work was started, I believe it will be laborious and complex if you want to have a result that pleases the expectations.

    I am happy that the subject returns in the discussions through other forum members, I like to read the opinion and other points of view. :):thumbup:


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    A good base is to listen and watch videos like the one above.

    Even with the isolation of newer vehicles, the noise is evident.

    This video is from a current generation of the Irizar i6 with Scania engine and components. If you have a relatively good headset, listen for a better experience.

    What I hear in this recording is practically the same thing that I hear in vehicles in my region with Marcopolo, Busscar and Comil buses.

    If we listen to the video of our friend Martin 40 Bus we will see that in the comparison we have nothing similarity between the videos. My biggest frustration is not having the same experience as when I'm on a real trip. ;(?(

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    Martin 40 Bus Great gameplay, thanks. :*

    I said at some point in the past that certain noises were added mainly when the ComfortClass DLC came out. Something that made me very happy because months before I requested improvements of the kind.


    More importantly, the team destined to work specifically with this sound part has the experience of driving the vehicle.

    In fact at the moment with the pandemic this is not possible because it will involve many people, I believe that almost the entire TML team. 8|

    The team needs a certain amount of time to invest in this sector and aiming for quality and something close to the real thing.

    I do not want anything to be released prematurely mainly on the subject.

    Some information, however irrelevant it may be, is important for us members (animator). ;):love:

    I have the same opinion as our friend Martin 40 Bus


    Many of the things listed are things that we discussed in the past here on the forum. It is nothing new for the TML team. They know very well what we want.


    - I add the personalization of the vehicles, tires, hubcaps, floor, upholstery of the seats, lights etc ... (this was aborted in the past).

    More is an interesting thing if you had it in the game.


    Recently they added the color palette to the menu which is something I really liked.

    This type of personalization that people like, leave the vehicle to their liking. In the Tourist Bus Simulator this makes even more sense, I will go to the MAN factory with the vehicle and customize it the way I want and return to the company or buy a customized vehicle.

    Something found in several games.

    Comparing SCS to TML Studios is unfair.


    SCS has been in the same segment since 2002, the first truck game was the "Hard Truck: 18 Wheels of Steel" nowadays is the ATS.


    From 2002 to 2020 SCS's work has always been on direct development in truck games and the difference from one game to the next is practically none. She has been improving some aspects more since ETS2 and the advantage of being on Steam and being able to make updates has changed the way she makes money and not having to release another game copies of a previous version.


    SCS is a much bigger company nowadays, it should go beyond 50 easy employees and they have partnerships with the brands, something that helps a lot in the development.


    TML will follow the same path more in the bus segment and now has two very strong products. The great advantage of TML is actually the Unreal Engine for offering greater opportunities to innovate your games.

    THE BUS will be the third game in the category and I believe TML will stop in this third game.


    The biggest move for SCS was to have kept the games on a simpler engine where many players with more modest machines were able to play acceptably.


    TML for using Unreal Engine 4 has a problem demanding better computers. In a while I believe that a basic PC will naturally support an engine like this.

    And I hope that by then TML will be more structured in relation to existing games.


    I strive to keep TML games relevant in my region by bringing painting mods. Many people in my country send me messages saying that they ventured into the game because they had the companies' paintings. And so far I am asked to create paintings. I try to do it in my spare time and when I'm in the mood to create.


    But TML has to do its job to gain the trust of new users.

    I appreciate the efforts of the entire TML team because if it weren't for them I would be playing BUS mode from ETS2 or OMSI2 trying to simulate road trips. :/

    The video seems to me more like I remembered, it will not really show news mainly for the people of the forum that have all the publications registered.


    Video suitable for people who still don't know the project.

    I hope to see a video that shows a little more about the multiplayer system. This is going to be the big move at THE BUS.


    MODS TOOL will be useful in the future when games are of a higher degree of maturity. I see an evolution in Fernbus and Tourist Bus but there are still many things to be added and improved and a tool of the kind will bring problems.


    Although I really want a modification tool to create maps. :love:

    @Denis_W 
    One way to alleviate the problem of mirrors. :):thumbup:


    The bad thing about putting Anti-Aliasing at low is the knurling.

    On my monitor, it sucks to leave Low, and that bothers me.

    The minimum acceptable is to leave it in the Middle in my case.


    But it is good to do this type of test, also help TML understand the problem. :/


    Another example; problem of white tone, placing Post-Processing in Medium improves the situation a little. ?(

    mk0
    I managed to contribute a little. ^^

    I am trying to maintain the paintings too but the day-to-day work takes me time.


    In my spare time I try to play a little and create the paintings.

    I know how important the work of the mods is in attracting people to the game.


    Our community is demanding but we understand the difficulty of developing with few resources. 8o


    I appreciate the efforts of the entire TML Studio team in bringing improvements and adding new features.


    I hope you grow. :saint:<3

    The longevity of this 1.24 beta was good. :)


    I forgot to thank you for adjusting the lighting of the Flensburg stop. I didn't check the place after the correction but I believe it is good.


    I didn't have time to check the collision problems of Scania vehicles. ^^

    Sure it is nice to see the logo but is it that much important? I drive Setra without logo and i don't feel anything bad about it. I am okay if MB Travego, Tourismo buses come without logo. Or any other good bus options. If they can get, i have no objection on it but if they cannot, it is not so big deal. Imagine your bus got old and logo fell :))

    Imagine your bus got old and soon fell.

    I laughed a lot. Good. :lol::lol::lol::lol::lol::lol:


    It is important for brands to be present, it adds value to the game. People are also attracted to brands because they are global companies.

    In the long run, having a bond with these companies is good for the development of games.


    The question is variable, there are people who don't care and others do.


    In my case, I would be upset if launching the Irizar DLC comes without licensing. Because of all these exist in Europe it is the only one that is manufactured in my country.


    This approach is good because in the case of Irizar it uses Scania engines and would be more of an added brand in the same vehicle. TML currently has this involvement with Scania and licensing other DLCs will not be a problem.


    I believe that you understood me, where I am trying to get to. :saint:

    I was waiting for this correction of the mirrors on the Scania, thank you. ;)

    I dream of the day that you change the sound of the vehicles.

    Lately I like to use MAN InterCity. :):thumbup:


    I liked the vehicle color customization, our first personalization feature, thanks. :saint:<3
    20200324181040_1.jpg


    Take care of your health. :*

    I just had a word with our graphic artists, the inside mirror is correctly attached to the windshield on the back. The rails are for the sun visors. It unfortunately is a bit misleading, but that is how it looks like in reality.

    Kind regards!


    20200316133953_1.jpg20200316133933_1.jpg20200316133938_1.jpg

    The situation is funny. :lol::lol::lol::lol::lol:

    I've never seen anything like it.


    It is strange to be glued directly to the windshield glass, the more you created from the real model, I believe it is correct. 8):thumbup:



    Thank you for informing me about the collision. ;):*

    I was in doubt if the problem was the vehicle or objects in the scenario.

    Today I will address some problems that I encountered.


    - The parking icon is visible on the inside of the vehicle. (Saarbrücken)

    20200307173339_1.jpg


    - Some signs are badly positioned, the signs invade the track area.

    I collided with this sign precisely because it invades the highway.
    The sign showing the destinations is too big for the location that was placed.


    20200307174700_1.jpg20200307174735_1.jpg20200307174720_1.jpg



    - In the tollbooth I had another collision problem, I usually passed within the allowed area, even so the collision was registered.

    The images show that I didn't touch anything.

    I had to do the maneuver a little to the left side and get out of the toll.


    20200307174918_1.jpg20200307174926_1.jpg20200307174950_1.jpg



    - I mentioned about this problem before and I will report again.

    The bus terminals are dark, the lights are ineffective.

    20200307182918_1.jpg20200307182931_1.jpg


    - Character coming into conflict with pedestrians.

    This happens with some objects in the scenario.

    This problem I reported other times.

    20200307183055_1.jpg


    These problems occurred on a single trip to just 3 cities.


    So I always comment that games need object-related reviews. Many minor errors of this kind occur.



    Lighting is complicated, it takes a while to find an adjustment that comes close to something realistic.

    The question of this excessive white must be resolved. It is clear that the cloudy climate must exist more in isolated cases when bad weather is applied. :/

    It is good for the TML team to work better with the Beta and extend the public launch. :saint:


    Work calmly to deliver a better update than the previous one. The community wants a stable version so I don't have to stop playing the game because a bug prevented me from playing and relaxing.


    I have some issues to publish, soon I'll share.

    I have a suggestion.

    Did you think about the possibility of adding some information to the GPS? Example: I have the habit of looking at the GPS on the vehicle panel to get ahead in reducing speed when the road has sharp curves.

    But my suggestion is the following, put the icons of petrol stations, rest areas, tolls, if possible the limit of the road and other options available on the map.


    In certain games of the genre I have always noticed this information and in Fernbus and Tourist Bus I feel the absence of this feature. ^^

    Mercedes-Benz licensing is vitally important to bring a positive image to TML games. :/

    This link with brands is very aggressive and can be good for the future in the development of projects.


    Mercedes-Benz, Scania and Volvo are brands present on all continents, whether it is a self-made bus or distributing components to automakers.

    Mercedes-Benz is one of the market leaders in the segment.


    It would be a mistake not to try licensing, of course that is a good business deal for both sides. 8)


    Happy with Scania in the game. :love:

    Despite being a big fan of Mercedes-Benz. :love:

    My first choice at the moment are Irizar's models.


    The reason for putting Irizar at the top of my list is simple, the brand is present in South America, the models are the same present in Europe which are the i6, i6S (i6 Plus).

    What changes is the interior, the bathroom that is at the back of the bus, so there is no second door that is in the center of the vehicle.


    These images are better for understanding the pattern of South American manufacturers.

    UG9A4285_retocado-1.jpgUG9A4254_retocado-web....jpgbutacas-web-1.jpg


    This is why I want to Irizar. 8|:thumbup:

    Whenever I leave the house I find an Irizar i6.

    This is an opportunity to become more familiar within the game.

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    Kadimbey

    Great issues addressed. :)

    I also agree with the suspension, it needs adjustments to the characteristics you mentioned. This horizontal balance is missing.

    I will add, there is a lack of deformities on the track so that vehicles have this reaction when passing on a road with undulations on the asphalt. The roads are not perfect in much of the world. These difficulties are important to bring realism to the game, suspension is reacting is something we notice when we are on our travels.



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    In my country there is also this type of change in the asphalt (0:58) to alert the driver that it is a dangerous stretch and needs attention. I noticed these features in other videos. :/

    In the image (1.24) of our friend, the shade of blue is very strong near the horizon. The warmest colors ranging from white, yellow and shades of red should also be maintained.

    This image below is a good example of the transition between colors and lighting along with the gradient between the colors I mentioned. This photograph was taken in the summer in my country last year. Clouds should also influence this issue of light.


    WP_20180318_18_11_44_Pro.jpg



    Night vision has had its glory days.

    The appearance of the moon and lighting effects were already better. I remember taking great image captures, beautiful. It is currently well below what it was in previous versions.


    The team lacks a little observation and sensitivity.

    A simple night observation by the team in an area away from the big centers would help the TML team to have a base to work on the night aspect to reproduce in the game.


    Now at night I was watching the night sky in my backyard. I live in the interior of São Paulo - Brazil and I can perfectly see the starry sky with few clouds and a beautiful and bright full moon (summer). Making a comparison with the game is very different.


    Vehicle headlights have also always been a problem, they never work satisfactorily. I like to travel at night nowadays I avoid this period in the game because a lot of the lighting in the game is ineffective. Many stops lack lighting, exits and entrance to cities and highways lack lighting.


    On YouTube we have a lot of videos to have a lighting base on the roads. But there may also be a lack of a study of TML in real environments. They should rent a vehicle and go through some roads with the bus and doing tests. Logic record this whole experience to serve as a basis for reproduction in the studio and the best thing to have is this sensitivity when making the necessary adjustments within the game.

    Also taking the opportunity to review the internal lighting of vehicles that ultimante left to be desired. I turn on the vehicle's interior lights and I can't see anything clearly.

    The community is a kind of thermometer to measure and evaluate what the game has evolved and regressed. :/

    More I noticed that my colleagues in the forum like the new adjustments of this last version of the Beta. I will analyze the game this Saturday and leave my conclusions. ;)

    I see this happening a lot with the passengers sitting in the seats. If they collide with objects.

    I get the impression that passengers are bigger than the seats in some models of buses. :|

    20200226002515_1.jpg20200226002510_1.jpg20200226002522_1.jpg

    Something that I have always commented on, you need to increase the variation of characteristics of these passengers and pedestrians to avoid repetitions. It is boring to see two passengers alike and a single service, you should make a schedule to avoid repetition.

    The image below is a great example of what happens, along with the positioning and behavior bug. I enjoyed it when the trip was over and the passengers took their bags and walked out on the streets.
    It was a mistake to remove this animation from the passengers, it left the natural environment when they left. :)

    20191216215017_1.jpg
    I know they are small details, plus these details that make the game more realistic. ;(


    This is another problem that happened the scenery and textures did not load. It took some following to normalize. :/?(
    20200229163851_1.jpg


    I parked the vehicle and saved the game and the next day when I loaded the save to continue the result was this. :rolleyes:
    20200225235337_1.jpg20200225235342_1.jpg

    It does not make sense for a low level API (open source) to have an advantage or privileges only in a certain company, especially when talking about API.


    Vulkan is from the Khronos group and the API is derived from AMD technologies.

    To my knowledge AMD has made major contributions to the Vulkan API, along with Intel, Nvidia and even ATI.


    With the arrival of Vulkan, platforms that used OpenGL started to use Vulkan, for example development for Android and iOS, Windows, Linux and macOS.


    Unreal Engine was one of the first to have support for Vulkan.

    I remember that they did a lot of marketing together with Samsung showing the potential of the API.

    Vulkan is implementing great technologies such as Asynchronous Shaders that makes better use of Hardware that is not being used to advance the execution of other tasks.

    The use of Vulkan will actually depend on the programmers that TML has available.

    In tests Vulkan is the best option compared to DirectX 12 and 11 especially when it comes to new micro-architectures.

    Recently the game Rainbow Six Siege had an update that was added Vulkan and the result is better even using Radeon or GeForce.


    TML tested DirectX 12 and it seems that it was not used very well.

    TML games have performance problems and Vulkan's main objective is performance and communication between the Software and Hardware. :/