Trainz: A New Era cover
Trainz: A New Era screenshot
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Genre: Simulator

Trainz: A New Era

Official Launch Trailer for Trainz: A New Era just released!

Along with our brand new website for T:ANE :)

http://www.trainzgetonboard.com/

Enjoy!

https://www.youtube.com/watch?v=xobOFLZ-1E4


New version released April 16

The latest version of Trainz: A New Era is now updated on Steam. You can read the full post regarding what is new etc at: https://www.kickstarter.com/projects/426668601/trainz-simulator-a-new-era-create-drive-operate-sh/posts/1192489

In short, this version brings us close to our release day goals and is a huge leap forward from the earlier versions released. You can see what has changed at: http://forums.auran.com/trainz/showthread.php?118619-T-ANE-Community-Edition-V1-2-is-Ready!!

There are a few known issues regarding the time it takes to build the shader cache, so "Starting TANE" will appear for a few minutes, and when first loading a new route or new materials, you will have an ingame pause for 30 seconds or so. (These issues will be fixed for day 1 release on May 15)

Update to latest version coming "soon"

We are currently in the process of updating the latest Steam build.
The process takes up to 24 hours to complete our testing and liaise with our publisher in Europe to set the build live (we are in Australia)
During this time all your Deluxe Routes will be tagged as 'Available for Purchase' and therefore not available during this update period.

We will post a further update once everything is ready.

Patch Notes: Feb 5

A small (26MB) patch has been released to fix a couple of issues:
- Fixed start-up delay when opening Launcher
- Localisation updates (French, German, Polish)
- Updated precached assets

This means that once the patch is updated there will be a database rebuild upon first launch and then there should be no further database updates.

Patch Notes V1.1 (build number 72199)

Code Fixes and Updates since CE release Dec 10:
The following lists show the code and content changes made since the Dec 10 CE release build.
Please note that some items shown in these lists may not have been verified as fixed.

  1. Black “shadows” on steep terrain now working correctly
  2. Fixed - zooming out in map view causes graphical error for the NAV point
  3. Surveyor - added shift-mousewheel option (10x more sensitive than mousewheel)
  4. Driver and Surveyor - page up/down and one mousewheel click now moves the camera 10m
  5. Driver and Surveyor - shift-pg up/down modifer and shift-mousewheel modifier provides finer control reducing camera movement to 1m
  6. Shadows - Fade out shadows near dusk and fade them back in near dawn
  7. Shadows - Add a client-accessible option for shadow detail (temp fix - more tuning required for low detail setting)
  8. Save > Create a new session now works
  9. Use supplied water colour alpha value instead of halving it (temp fix until water shader implemented)
  10. Fixed Asset Downloader being closed when entering Surveyor/Driver
  11. TANE MAC CE “?” button on launcher now takes user to correct page
  12. Fixed - TANE CE MAC launcher buttons have a white box around them
  13. Fixed a spatialmanager issue where the KX route took far longer than expected to finish loading
  14. CM - Fixed unnecessary flickering in the UI when editing search filters in CM
  15. CM - allow keyword search to accept a single KUID instead of a keyword list
  16. CM - add save filter option to CM
  17. CM - add "saved game" category, and normalise the plurality of the category strings
  18. CM - improved search filter support
  19. CM - enabled keyword searching.
  20. CM - added cascading support, and cleaned up a lot of window placement stuff
  21. Fixed a crash bug in the profile name lookup code
  22. Fixed - Saved Sessions: PostMessage throws ER_NativeCallError for many (all?) libraries only after a saved session is loaded"
  23. Post-Processing WIP
  24. Post-Processing - Added UI to configure effect parameters (HDR tone mapping, bloom etc)
  25. Procedural Junction : Fix for WingRails with new assets TS15 Trk Oak v7f Mesh
  26. Procedural Junction : Revert to a fail safe for the intersected custom sleepers area
  27. Procedural junctions: The check rails and wing rails are being drawn too long
  28. Procedural Junction : New Sleeper Generation - Good Bases
  29. Procedural Junction : CheckRail bending fix and simplification (+ add the blade slide chair loading)
  30. Fix rendering of bump-mapped chunky track
  31. Normalise sound file paths
  32. Animation functionality changes (e.g. windmill)
  33. Force update of animations prior to reading attachment point positions
  34. Fix animation and texture replacement for effect in Season Town
  35. Fix - Level Crossings open when the game is paused
  36. Added use-parent-bounds support for turntables (animation)
  37. Disable the 'oversized object' mechanism
  38. Fixed - Warwick to Wallangarra Freight Run - loco coal man in bind pose
  39. Fixed - Advanced Industry Load Configuration rule doesn't work in saved session
  40. Fix - CL Tree Fir - 06 shows as completely black in game
  41. Water control tweaks
  42. Fix - Cannot scroll driver list - up and down arrows are white and cannot be clicked
  43. Move credits option from in-game to main file menu (on Launcher, etc), and correct the link
  44. Link to a more detailed help page (on the wiki) for "Renderer initialisation failure" help
  45. Fix - On second entry to QuickDrive from Surveyor, camera is at origin
  46. Fixed - stall/hang in package downloader UI
  47. Fix - Exiting session whilst downloader is active stops downloads
  48. Fix traincontrols load/save
  49. Easy street - track lines do not align in zoomed out perspective
  50. Update to only refresh the cached simultaneous download count every 30 seconds
  51. Wait for the renderer before dispatching the next frame
  52. Fix timeout bug
  53. TrainzContent > Export to CDP file dialog requires user to enter filename extension [Windows]
  54. Timing fixes and debugging code
  55. Fix - At low frame rates, single-click movement doesn't work
  56. Surveyor - no assets selected by default
  57. Added more patching support
  58. Fixed detection of 'processed' assets during validation
  59. Improved client-renderer frame sync
  60. Prevent the precache indicator being briefly visible when the loading screen drops, despite no precache activity
  61. Require strict KUIDs for v3.9+ content.
  62. Add an alternate mip generation algorithm option
  63. Fix - T:ANE does not cope with 4096x4096 textures - errors during texture compression
  64. Fix - C&O Kanawha has obvious rings in headlight corona - texture compression issue
  65. Fix - An error occurred trying to display the fatal error window!
  66. Crash dumps are now created in the game userdata folder
  67. Crash dumps more likely to be produced
  68. Smoke pfx now show while in 'cab' views
  69. Fix texture resource leak on shutdown
  70. Fix - PFXEmitterTwinklesSpec "filename must be lowercase
  71. Fix - TrackSpec "filename must be lowercase
  72. Add an error log for the "downloadcontentlistings" command
  73. Fix - runaway cpu usage bug in the traincontrols hud script
  74. Add 'world time' stat
  75. Fix a resource leak in the script compiler;
  76. Fix Container::ValidateDirectory();
  77. Fixed the common possible problem cases to avoid opening files too often
  78. TANE MAC CE menu texts for Skip Tute and Play Tute texts are weird
  79. TANE MAC CE Session Objective title texts are missing parts of the characters
  80. TANE CE MAC in-game route menu Ranking and Purchase status text cut off
  81. TANE MAC CE some objective windows have scrollbars
  82. TANE MAC CE HUD has scrollbars
    - Font name, boldface, italic support added;
    - Font vertical height and alignment adjusted;
    - Font horizontal re-alignment removed
  83. Fix crash while trying to load ECML Flying Scotsman
  84. Launcher now shows correct tab of settings panel to enter user details
  85. Iris Pro shader bug workaround
  86. Fix a bug with loading precache data
  87. Fix - User cannot change display renderer manually if the default renderer setting encounters a fail to start case
  88. Remove non-supported languages from the localisation list
  89. Also remove the "loc test" language from standard builds
  90. Integrate Polish, French, German loc kits
  91. Localisation - fixed French/German not aligned issues
  92. Driver speed HUD now aligned in german version
  93. Prevent bounds override of content window
  94. Crash fix in content list window contextual menu
  95. Fix case-sensitivity of sound loader
  96. Fix 'trainzutil help'
  97. Crash fixing
  98. Reduce unnecessary UI flickering when scrolling
  99. Log script update time in profiler
  100. Make spec load failure due to "no local file available" log as an error
  101. Fix permissions issue
  102. Texture extraction support now working for DirectX
  103. .cdp import does not always work.
  104. [specular] ground textures look too shiny
  105. [specular] specular way too overbright
  106. [Specular] White artifacts on tracks
  107. [Specular] White artifacts showing on track KSC



In addition to this code fix list, there have been almost 200 content related fixes to improve routes, sessions and individual assets.

Work continues on adding additional post-processing effects, shadow and engine tuning and much more...

T:ANE Beta V1.1 Releasing Today

We are pleased to announce that the update from T:ANE Beta V1.0 to V1.1 is now available via the Steam Updater.

This release includes a long list of updates improving a number of features and fixing many bugs and known issues.

With our retail release day still over 3 months away, we are addressing a number of remaining issues in each area of the simulation. We are confident the final version will be a significant improvement upon this Beta version. (Please see our recent Kickstarter Update showing some of these new graphic features in development).

This update also includes a change to the content file format which means we recommend a fresh install rather than the auto-update.

To INSTALL V1.1 please this follow these steps:

  • First delete the local content files by right clicking on the game in the Steam client > Delete Local Content. This will uninstall your existing game files.
  • Next, navigate to C:\Users\\AppData\Local\N3V Games\TANE and delete the TANE folder to remove the local data files.
    Please note, you will need to enable Show Hidden Files and Folders in Folder options to see this folder. This step will also delete any of your work-in-progress routes and sessions and any downloaded content).

Once uninstalled, re-download the new V1.1 build via Steam. (Of course you can also run the auto-update, although we have had some issues with content not behaving as expected on custom installs).

If you ordered the Deluxe Edition, you can then re-download these routes via in-game asset downloader.

Future updates for the game will download as normal via Steam Updater.


Known Issues:


  • Once installed, when you click Play, the “Performing first time setup” window will appear. This step builds your database with new file format - estimated time for this step approximately 20-30 minutes. Please be patient.

  • On subsequent launches, the Launcher can take 15-60 seconds to appear.

  • This version includes the first stages of the post-processing graphics. The full “target graphics” look is not yet implemented but will be completed prior to release.

  • Multiplayer and Trainz Download Station access requires a “MyTrainz” account (free registration as per previous Trainz versions). We are currently updating this system for Steam users, and will let you know as soon as MP functionality is available.

  • If you see an error: Failed to start game (app already running) - click OK, check that Tane.exe is not running using Task Manager then click Play to relaunch the game.



Last but not least, we understand that our fans are passionate about trains (and Trainz). We would like to reassure you all that it will be well worth the wait when our final version is released on May 15.

New T:ANE Release Date - May 15

To ensure the “new era” of Trainz begins with an outstanding experience for all our fans, we have taken the difficult decision to delay the retail release of Trainz: A New Era until May 15.

These extra weeks of development and testing will enable our team to finalize and fine tune all the necessary features to deliver our target graphics and meet our promise of the “best ever” version of Trainz.

To keep our core fans fully up to date with our development progress, we will be releasing an updated “Community Edition” V1.1 . This new Beta version will be available via STEAM update to all past and future pre-order customers in the next couple of days (please see our post regarding final testing for the V1.1 release).

This updated version delivers the following improvements over the December Beta release:

    <*>Improved stability and functionality across Driver and Surveyor.
    <*>Initial Post-processing implementation including HDR tone mapping and bloom (with depth of field and SSAO effects still required to reach our “target graphics” goal)
    <*>Improvements to Procedural Junctions (check rails, wing rails, blades, sleeper generation etc) and includes some content updates (but more work remaining)
    <*>New “Low” shadow setting for improved performance on lower hardware specs
    <*>Water - minor tweaks (with major shader effects and reflections still to come)
    <*>Content Manager now has improved searching functionality, save custom filters, keyword support (more polish items to be completed)
    <*>Fixes for saved sessions and scripts
    <*>Lots of crash fixes

    We understand that this news is disappointing, but having reviewed the current build status and examined our development schedule, it is clear this extra time is required to deliver the product you are all waiting for. We are confident that this is the right decision to provide a platform that we can continue building upon for many years to come.

    T:ANE "Community Edition" V1.1 - New Beta Release available shortly

    We will be initiating a final test in preparation for the release of the Steam T:ANE CE 1.1 build from Midday 29 Jan AEST. We expect this testing to last up 24-48 hours.

    The update involves a file format change and therefore requires a full reinstall (~10GB). Full instructions will be posted prior to the update going live.

    UPDATE 30/1: Please see additional comments below for release dates.

    During the testing and update process, we will be disabling the Deluxe edition routes. They should appear ‘Available for Purchase’ in the Route Menu and the Content Manager will report a list of missing assets.

    DO NOT redownload the Deluxe routes or try to repair or fix any items as the update will overwrite everything anyway.

    The update includes a long list of fixes and improvements but please note it is still not the final version and additional post-processing effects are still to be added.

    What you CAN expect to see in this new version is:

    * The results of a huge amount of work improving stability, functionality and instructions of all routes and sessions.
    * Post processing which now has a developer interface for tweaking a range of settings such as HDR tonemapping and bloom. Support is still to be added for depth of field, SSAO and a few other effects to reach our “target graphics” goal.
    * Water - minor tweaks only (major new water shader effects and water reflections being developed right now and aren’t far off)
    * Content Manager now has improved searching functionality, save custom filters (yay!), keyword support (and still a bunch more polish items still to be completed)
    * Lots of improvements to procedural junctions (adjustments to check rails, wing rails, blades, sleeper generation etc) and includes some content updates (work is continuing on more improvements to both art and code - this has been a much bigger task than anticipated to resolve all the edge cases).
    * Numerous animation, material and texture replacement tweaks to ensure we support all TS12 implementations
    * Shadows - Added new “Low” setting to provide improved performance options for lower spec hardware (still requires more tweaking) and shadows now fade out at dusk and fade in again at dawn. (Currently working on ensuring shadows remain “attached” to objects from all camera angles).
    * Surveyor and Driver have both had a range of tweaks and fixes including improved camera controls (use shift-page up/down or shift-mousewheel for finer control), fixing driver scroll bars (so you can now operate “unlimited” locos) and lots more...
    * Script fixes improving session function and save/load game functionality
    * Interface updates to provide new “cleaner” icons throughout (launcher and loading screen still w.i.p)
    * Screen ratio fixes
    * Localisation updates and interface fixes to ensure headings and menus fit correctly
    * Stability greatly improved - lots of crash fixes and improvements to renderer and resource loading
    * Work on patching support (so after this next release, all updates will be available via patch).

    MP Test Game is Live Now!

    A quick Multiplayer testing session for all T:ANE Beta users.
    The game will be live for 1hr while we carry out some tests. Feel free to join in.

    Find the MP game under Kickstarter County Route.
    Game room name: Driver#951430 MP Test Game
    No Password.
    Time: 10:30am AEST (UTC/GMT +10)

    Deluxe Edition Routes Launched

    We just released an update for the Deluxe Edition users which should trigger an asset download once you launch the game next. The asset download contains the 4 Deluxe Edition routes you have been waiting for.

    Each route is made up of several parts of package and dependencies, so you will need to download the whole pack (all parts of the route and its dependencies) to get it working.


    Routes added:

    Avery Drexel (USA)
    Season Town (Custom)
    Warwick to Wallangarra (AUS)
    Bidye Traction (Model Railway Scenario)

    Enjoy :)

    Regards.