Theotown updates (and New beta versions)

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Re: Theotown updates (and New beta versions)

#541

Post by wetguy » Thu Mar 29, 2018 3:56

22Alpha wrote:
Thu Mar 29, 2018 2:39
2. excess amount of industry cannot be contained by a number of trees on the perimeter. Therefore there would still be excess CO2 that would be released in the atmosphere. Also, pollution is not limited to CO2. We have N2O and CH4 as well.
I know, but the pollution in the new update is exaggerated. Why does every industrial zone have to be surrounded by dead trees and grass, like some kind of post-apocalyptic wasteland. It also made the housing shortages in some of my cites worse, due to increased pollution levels.

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Re: Theotown updates (and New beta versions)

#542

Post by wetguy » Thu Mar 29, 2018 5:33

I think the cars should "bounce" in their movement a little, but not too much. Moving entirely smoothly makes it look static and less "lively".

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Re: Theotown updates (and New beta versions)

#543

Post by 22Alpha » Thu Mar 29, 2018 6:13

As long as it is only two rows of trees are affected too much! and also maybe the design should not be too much, maybe only just dead tree on the 1st row and dirt ground then slight dead on the second row then a little less grass.
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Re: Theotown updates (and New beta versions)

#544

Post by BetterBear » Fri Mar 30, 2018 9:49

@wetguy
1. Wait, what? It isn't!
2. It actually looks more realistic, especially if the pollution reaches a water tile. Try placing an industry or a building that produces pollution near a water tile. When a water tile is polluted, the more darker and reddish pollution color really makes that water tile seem polluted. The dark ground pollution texture, both in water and land, is just like 60% of how it was in real life.
3. I agree. But I think its enough.
4. I actually like this more. It makes you feel that the game is smoother, even if it actually didn't. This is just like an illusion.
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Re: Theotown updates (and New beta versions)

#545

Post by Bearbear65 » Fri Mar 30, 2018 9:52

I'm fine with the smooth cars but the pollution that's too much...
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Re: Theotown updates (and New beta versions)

#546

Post by -LeoLeo- » Fri Mar 30, 2018 13:22

I like the cars moving smoothly!! Nice for time-lapses!

I mean, seriously. Like you are playing the game on 60 fps or something. You are lucky to even get over 35....

I mean... If you play on 40 fps or up, congratulations! Can you share how you get the framerate that high!?!??? :D :lol:
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Re: Theotown updates (and New beta versions)

#547

Post by -LeoLeo- » Fri Mar 30, 2018 16:03

Help!! My seaport is covered in BLOODDD!!!!!
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WOW, I get what you mean now...
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Re: Theotown updates (and New beta versions)

#548

Post by wetguy » Fri Mar 30, 2018 19:09

[mention]BetterBear[/mention]
1. Wait, what? It isn't!
2. It actually looks more realistic, especially if the pollution reaches a water tile. Try placing an industry or a building that produces pollution near a water tile. When a water tile is polluted, the more darker and reddish pollution color really makes that water tile seem polluted. The dark ground pollution texture, both in water and land, is just like 60% of how it was in real life.
3. I agree. But I think its enough.
4. I actually like this more. It makes you feel that the game is smoother, even if it actually didn't. This is just like an illusion.


1. It was exaggerated in a previous update, it no longer is.
2.I'm fine with visible water pollution, that is realistic, but the air pollution over ground just makes everything around an industrial area look like a burning wasteland in the autumn. The intensity of this ground and tree change should be lowered.
4. I'm fine with cars moving smoother, but not TOO smooth. There are some bumps in the road.

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Re: Theotown updates (and New beta versions)

#549

Post by Pounkiller » Sat Mar 31, 2018 10:53

I am fine with ground pollution being something switchable but I am not fine with this being a unchangeable mechanic...
(I know this excisted for a while but not in this level)
But cars moving smothly is a nice thing...
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Re: Theotown updates (and New beta versions)

#550

Post by Bearbear65 » Tue Apr 03, 2018 6:15

I can't say any improvements or anything but the cloud shadows look like dust or something flying since it's too fast and transparent
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Re: Theotown updates (and New beta versions)

#551

Post by Mg3094066 » Tue Apr 03, 2018 6:43

The clouds idea was mine but i expected something like this:
(Its still good the currently feature but this is a little more).
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Re: Theotown updates (and New beta versions)

#552

Post by wetguy » Sun Apr 08, 2018 20:11

Mg3094066 wrote:
Tue Apr 03, 2018 6:43
The clouds idea was mine but i expected something like this:
(Its still good the currently feature but this is a little more).
I agree, but the clouds should be bigger, like in this picture:
478.JPG

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Re: Theotown updates (and New beta versions)

#553

Post by Mg3094066 » Sun Apr 08, 2018 20:19

No too bigger, because can use too much texture space
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Re: Theotown updates (and New beta versions)

#554

Post by BetterBear » Mon Apr 09, 2018 7:09

wetguy wrote:
Sun Apr 08, 2018 20:11
Mg3094066 wrote:
Tue Apr 03, 2018 6:43
The clouds idea was mine but i expected something like this:
(Its still good the currently feature but this is a little more).
I agree, but the clouds should be bigger, like in this picture:478.JPG
It depends on the weather.
Also, with his illustration, it just shows the shadows of the clouds, not the actual clouds. Which in my opinion, is better because if you show the actual clouds, then you might be blocking the view of the player while with Mg's suggestion it is just darkened.
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Re: Theotown updates (and New beta versions)

#555

Post by wetguy » Mon Apr 09, 2018 21:43

BetterBear wrote:
Mon Apr 09, 2018 7:09
wetguy wrote:
Sun Apr 08, 2018 20:11
Mg3094066 wrote:
Tue Apr 03, 2018 6:43
The clouds idea was mine but i expected something like this:
(Its still good the currently feature but this is a little more).
I agree, but the clouds should be bigger, like in this picture:478.JPG
It depends on the weather.
Also, with his illustration, it just shows the shadows of the clouds, not the actual clouds. Which in my opinion, is better because if you show the actual clouds, then you might be blocking the view of the player while with Mg's suggestion it is just darkened.
Yes, I agree. However, I did not say that the clouds should be shown or that the clouds should always be large. I think the clouds should change with weather.

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Re: Theotown updates (and New beta versions)

#556

Post by CommanderABab » Sun Apr 15, 2018 22:37

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Re: Theotown updates (and New beta versions)

#557

Post by Free3021 » Sun Apr 22, 2018 13:22

1.467 is out! P.S beta update
Hey my fellow TheoTowners :) :D
Also working on the United States region let's see if we can get to 1,000,000 pop :) (RIP United States Region)
Also proud to be the only Kenyan on this forum B)
Also talks in Swahili too lol so B)

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Re: Theotown updates (and New beta versions)

#558

Post by JustAnyone » Sun Apr 22, 2018 13:27

It is not out.

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Re: Theotown updates (and New beta versions)

#559

Post by waders » Sun Apr 22, 2018 13:34

I do not see the new version of theotown
For my friends, my name is Michael

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Re: Theotown updates (and New beta versions)

#560

Post by waders » Sun Apr 22, 2018 13:41

Someone has the same problem
For my friends, my name is Michael

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