Trainz "Next" is announced...

But actually the multiplayer Surveyor is supposed to be a subscription type thing so you can use if needed so I wouldn't worry too much about that.

I had the opportunity to try it in a Trainz Dev test build. I will say it's quite good and has a lot of potential for those who are involved in collaborative route projects. Our test was restricted to built-ins, but eventually the MPS will support assets on the DLS.

Likewise I've tried it on the Trainzdev build as John says it looks to be subscription just for the multiplayer otherwise life goes on as normal.
It works IMO okish for an early test, however not my thing so am not likely to ever use it.

Thanks guys for the heads-up!

Not sure if I would ever use multiplayer myself, but I do like reading about it, tho!:wave: --

Take Care Gen's

Ish
 
I have mixed feelings about this.

I'm not a fan of pay-to-play models, generally, because I find it's kind of a hassle to renew the subscription, and I don't think that Trainz is at a stage where it's appropriate to charge separately for a very basic and core function of the game.

If Trainz: NEXT retained the same core functions as T:ANE, with the multiplayer services being separate from the main singleplayer functions, then it could be good, but I think T:ANE should really be the primary focus for N3V, because there's still a lot of things that need to be done in terms of bug-fixing and other user improvements.

I'm not a Debbie Downer about new prospects, but I think that Trainz just needs more development, and the concept of pay-to-play online multiplayer simulation needs more thought put into it before a massive leap like this one is taken.
 
I have mixed feelings about this.

I'm not a fan of pay-to-play models, generally, because I find it's kind of a hassle to renew the subscription, and I don't think that Trainz is at a stage where it's appropriate to charge separately for a very basic and core function of the game.

If Trainz: NEXT retained the same core functions as T:ANE, with the multiplayer services being separate from the main singleplayer functions, then it could be good, but I think T:ANE should really be the primary focus for N3V, because there's still a lot of things that need to be done in terms of bug-fixing and other user improvements.

I'm not a Debbie Downer about new prospects, but I think that Trainz just needs more development, and the concept of pay-to-play online multiplayer simulation needs more thought put into it before a massive leap like this one is taken.

Hi,

Ok, I get you're not a fan of pay-to-play, and that's fine, since Tony have said trainz still will be trainz, so Trainz is not going to change, except it will have more features that will cater to other folks, especially to those who wishes to cooperate, and gathered on layout making, ex: multiplayer surveyor!

Multiplayer and single player is separated already --- Multiplayer is there only if you wish to join anyone hosting a route, but that will not interfere with your single player gameplay.

Lastly, N3V has been focusing on improving TANE, example, SP1 HF3 is out now:
http://www.trainzportal.com/News/view/tane-sp1-hotfix-3-beta-commences

So, they're not sleeping on improving TANE ... it's happening now! Here's Shane's chart on that progress as well:
http://forums.auran.com/trainz/showthread.php?129006-Unofficial-T-ANE-PC-Version-Patch-Flowchart

Regards
Ish
 
Already a new Trainz game is in progress of being made? I'm starting to update my Marias Pass sessions to TANE standards. I hope it'll be 5 yeards from now so I can catch my breath from all the updates.
 
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Don't swell their heads ... are you saying T:ANE is completely done?

Perhaps they will stop working on improving T:ANE, and leave it abandoned by the wayside like all the other incomplete Trainz versions ... Then they can go full speed ahead on quickly unleashing the "NEXT Trainz Catastrophe"
 
Don't swell their heads ... are you saying T:ANE is completely done?

Perhaps they will stop working on improving T:ANE, and leave it abandoned by the wayside like all the other incomplete Trainz versions ... Then they can go full speed ahead on quickly unleashing the "NEXT Trainz Catastrophe"

It was never stated anywhere that T:ANE is a finished product. Like any software development process, this is an ongoing thing and various versions will exist as each iteration takes place. What we have seen so far here are the earliest progress with the new product line. Tony even told us that T:ANE was the beginning of something new, and with this he meant a new product line with many areas to grow on. Even now in the TD forum, there is ongoing testing with various new things that may find their way into newer versions including, most importantly, the FBX import, which will allow for a generic import from various graphics packages rather than one written for a specific product. Currently this is being tested with Blender, which is more popular among trains asset creators, but I'm sure as time goes on others will test the exporter with 3ds Max or other 3d modelers that support this exporter.

John
 
It was never stated anywhere that T:ANE is a finished product. Like any software development process, this is an ongoing thing and various versions will exist as each iteration takes place. What we have seen so far here are the earliest progress with the new product line. Tony even told us that T:ANE was the beginning of something new, and with this he meant a new product line with many areas to grow on. Even now in the TD forum, there is ongoing testing with various new things that may find their way into newer versions including, most importantly, the FBX import, which will allow for a generic import from various graphics packages rather than one written for a specific product. Currently this is being tested with Blender, which is more popular among trains asset creators, but I'm sure as time goes on others will test the exporter with 3ds Max or other 3d modelers that support this exporter.

John

Erm... I have tested it with 3ds Max although it doesn't work with versions before Max12 I think it is, however I used Max10 and Autodesks free fbx converter which as well as converting other formats to fbx, will update a Max10 fbx to Max12 or 13, I forget which, which you can then import to TANE.
Currently exporting from Max has the same issues as from Blender, not surprising really as it's the importer that's being developed, where the fbx file comes from is probably pretty irrelevant.
Could be a good idea to get the free fbx converter for possible future use before Autodesk stop giving it away and like much of the freebies from them, it vanishes!
 
Yeah, no product is "perfect", and there are always improvements to be made, but the first edition of T:ANE that was released to the public probably wouldn't pass as an ALPHA for other companies. It was horribly buggy at launch, littered with smaller issues, and just overall an unfinished game.
 
It was never stated anywhere that T:ANE is a finished product. Like any software development process, this is an ongoing thing and various versions will exist as each iteration takes place. What we have seen so far here are the earliest progress with the new product line. Tony even told us that T:ANE was the beginning of something new, and with this he meant a new product line with many areas to grow on. Even now in the TD forum, there is ongoing testing with various new things that may find their way into newer versions including, most importantly, the FBX import, which will allow for a generic import from various graphics packages rather than one written for a specific product. Currently this is being tested with Blender, which is more popular among trains asset creators, but I'm sure as time goes on others will test the exporter with 3ds Max or other 3d modelers that support this exporter.

John

Erm... I have tested it with 3ds Max although it doesn't work with versions before Max12 I think it is, however I used Max10 and Autodesks free fbx converter which as well as converting other formats to fbx, will update a Max10 fbx to Max12 or 13, I forget which, which you can then import to TANE.
Currently exporting from Max has the same issues as from Blender, not surprising really as it's the importer that's being developed, where the fbx file comes from is probably pretty irrelevant.
Could be a good idea to get the free fbx converter for possible future use before Autodesk stop giving it away and like much of the freebies from them, it vanishes!

I think the term was more of an ongoing project.;)

Hello Gentlemen,

I read about the fbx on the Dev Forum -- I think this is a cool idea, for the sole purpose that there would be more options!

And

For Malc's statement, which I agree with, which I would add below --

Trainz has been, and always will be a Sim in development, and I like it, because I do get curious to what's up in Tony garage each year!:cool: --- That's just self-explanatory to the core of trainz growth!

Ish
 
I for one have come to be vey disillusioned with Tane,I realise its a WIP but it no longer draws me like Trainz used to.I tend to find I use it less and less as time goes on.So that been the case I will not be buying any more Trainz products,unless its so fantastic it blows my socks off.Like everyone has said not all of us have the disposable income we would like to spend it willy nilly.I loved Trainz 2009 on the pc but since changing to a Mac computer Im stuck with Trainz,Trainz 2 or T:ANE.
So in the words of Frankie Goes To Hollywood.NO MORE!
 
While I understand and sympathise with your viewpoint, I have exactly the opposite opinion. I disliked Trainz 2009/2010 and while I liked TR12 over all the previous versions, I now prefer T:ANE over TS12. I have not used TS12 for months now. I find that T:ANE has so many more options - for example the navigation points which I have started using in my latest sessions under development, and the HTML assets are now so much easier to use.
 
I for one have come to be vey disillusioned with Tane,I realise its a WIP but it no longer draws me like Trainz used to.I tend to find I use it less and less as time goes on.So that been the case I will not be buying any more Trainz products,unless its so fantastic it blows my socks off.Like everyone has said not all of us have the disposable income we would like to spend it willy nilly.I loved Trainz 2009 on the pc but since changing to a Mac computer Im stuck with Trainz,Trainz 2 or T:ANE.
So in the words of Frankie Goes To Hollywood.NO MORE!

I'm afraid that on the same Mac computer (late iMac 2013) MacTANE and TANE are two different beasts. MacTANE is barely useable with a stutter every couple of seconds. However, in BootCamp TANE is a useable commodity with shadows and a smooth running experience.

Where to lay the blame? Has to lie at Apple's door I'm afraid, OpenGL is moribund in macOS and Metal is an unknown commodity.
 
I'm afraid that on the same Mac computer (late iMac 2013) MacTANE and TANE are two different beasts. MacTANE is barely useable with a stutter every couple of seconds. However, in BootCamp TANE is a useable commodity with shadows and a smooth running experience.

Where to lay the blame? Has to lie at Apple's door I'm afraid, OpenGL is moribund in macOS and Metal is an unknown commodity.
A question for NV3 will Metal be featured in a future mac version of the software, apple haven't even bothered to update the os to take advantage of the latest versions of open Gl, which is a disgrace, they are really moving away to non pc devices and with no update to the mac pro in sight, i feel that they are abandoning power users.
i'm in two minds, i still find TANE a pain due to the lack of assets, i have both the mac and pc versions and i don't use either to create routes ( which is my main interest) ,due to the lack of said assets, for instance, i can;'t find a decent sagebrush, how on earth can you model the arid zones of colorado or new mexico without sagebrush ? )

Open GL is a big handicap, a better graphics card makes virtually no difference to running the game on either of my mac pros , one with the 4gb gtx 970 vs my older one gb 5770 card . i also have a PC, but have endless difficulties getting any version of trainz to run on that too. in this case its installing assets and reliability that is the issue .
.
I must admit, i often get quite depressed using the software on either platform and either version i have , it seems pointless to make routes for 2012 , but any routes i can make for TANE will be devoid of so many assets i want to use that i will not be satisfied with the results i create and if i begin to make assets then i will never have any time to create routes, the very strength that makes trainz interesting ( the enthusiasts own creations ) is also one of its greatest weaknesses . an easy conversion program to take assets and make then compatible is sorely needed, but i imagine the complexity of creating such a program would be formidable.

Unless NV3 can overcome this hurdle of important items being unusable for the game,often for years i can see many people being discouraged from using the game on either platform .
 
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