They should be always thankful for you. You take this project very seriously. Your contributions helped to give life to the simulator.
Yeah you were the first to publish a METRO map, take that!
They should be always thankful for you. You take this project very seriously. Your contributions helped to give life to the simulator.
Yeah you were the first to publish a METRO map, take that!
Yeah I tried to use the Map Editor on Linux and first I thought this won't work. But it happened I left the program open and after 10 minutes the map editor opened.
I say this just in case, if there's another mad guy like me who wants anything but windows on their PC.
This happens, using monitors with other aspect ratio than 16x9. I complained back then multiple times. I assume you are in this situation.
I hope at some point right after Unity swap their GUI will change, as they didn't patch this issue yet.
Nevertheless, I reccomend you to set an aspect ratio of 16x9 in your monitor settings, then I think you'll be able to use the GUI normally.
Probably if they implement wind, then there may be a "LOTUS" way ... :n)
While testing Multiplayer, there's a feature I really love. You enter the game with already a vehicle and timetable selected. I ask if this will be incorporated in singleplayer mode in the next patches. I think it'll be really handy if you want to start directly.
Otherwise it came to my mind that probably the goal of singleplayer is just start from scratch, from the depot and from there to save the game if you wanna continue further, I don't know, ahaha.
Anyways, thank you for the 1.EA.100 Patch und frohe Weihnachten und einen guten Rutsch! ![]()
1. Please describe as detailed as possible what you did and which problem that leads to.
I have a 5:4 monitor right now but also I had problems in a 4:3 monitor too. Some pulldown menus don't work as expected, as they fully or partly don't receive mouse events.
The video shows both 5:4 and 16:9 ratios. The problem can be replicated with the default typeface and size, it makes no difference.
2. Please post your logfile and if possible attach your debug logfile, as well, which have been created during the problem occured.
I think it's not necessary as this is an user interface, frontend problem rather than a programming backend bug itself.
Hey, finally managed to create a room, thanks! I had to select any module and the PIS too.
Hey, I'm now trying to test the multiplayer capacity of this game, I'm creating a new game but I'm stuck at the vehicle selection menu, where it gives me a "Please configure your vehicle in a way that matches blablabla" error and I can't go any further. Is it possibly because I'm configuring the game with a payware addon?
It's my first time doing this so I am „ein bisschen dumm" right now, ahaha.
Thanks.
I would be very surprised too, but I don't know, considering OpenGL and other stuff, seems like LOTUS screams portability.
We have proton to solve the problem right now (it runs OK, tho I have some sound problems, but probably there's a workaround somewhere), but this proton solution can't be a permanent one, it's like the 64 mode in the Commodore 128: "Why do we have to make a new native version when there's already a compatibility layer".
I hope in the future the program can get completely rid of any microsoft dependence (I don't know if it needs some kind of API or another stuff I won't ever know), because I personally want LOTUS to be screaming in an UNIX-like environment (call it Linux, call it BSD, call it whatever). Or just being a baremetal program without any abstraction layer on the way.
At least with OpenGL it’s easier when you execute LOTUS under steam’s Proton. So I assume when Marcel decides to port the program to Linux it’ll be very easy to proceed.
I suppose right now there's the priority of developing the program and modules, the custom engine (does it have a name or it's just "The Oriolus Engine"?) and the official vehicles and maps, and further performance patches... I hope at the time they move to Vulkan, the API still is alive and isn't deprecated and replaced with a new technology. ![]()
The problem is that when I get into singleplayer menu, at map pulldown menu I can't select another map. I have a 4/3 ratio, 1600x1200 monitor and that problem only happens when I want to play with that ratio, but when I change to 1600x900 (16/9) then I can. It's weird. Could you hotfix this? Thanks.
Also the loading screen is always 16/9 ratio, I think it should enlarge to fit all monitor ratios.
You're welcome. I picked this one because I think it's ideal for testing performace in real situations with bigger maps, and also it looks good and you can achieve 60km/h.
I tried the settings you said and yeah there's less stuttering and I think the graphical appearance of the simulator is still the same! Also tried with the option "Reload when standing"
It's interesting to port this to Linux, mainly to see how it behaves in a very lightweight system installation.
To be fair, I got the complete opposite of a lightweight Linux, but LOTUS runs very smooth on an Kubuntu 18.04 LTS.
You run it with Wine? Anyways, it's impressive for sure!
Another test I made but this time in Ficta-Minga. This time I did it in video so you can watch the performance with your very eyes. Probably the capture software could remove one or two FPS, but anyways. Everything is in the video and its description.
If there's something you want me to test please send your requests, and also if there's something wrong please correct me.
PS. That "The last reply in this thread was written by you, you cannot reply again until x seconds." It's the first time I have seen this in all the forums I have been in my life. The timeout is a little excessive I think...
At least inter-OS compatibility.
It's interesting to port this to Linux, mainly to see how it behaves in a very lightweight system installation.
Changed the title of the thread to something not so obnoxious.
But what are the advantages of OpenGL (and subsequently Vulkan) over DirectX specifically for the needs of LOTUS?
Transfering the game to Vulkan was promised when the game was released for public nearly 2 years ago, but we don't know anything specific about it.
And why not DirectX 11 or 12? (or giving us the option to select in the preferences between Vulkan and DX)