Same question for the skins of TM2 ?
Thanks

Moderator: English Moderator
there is no answers yet, not very promisingkata78 wrote:Now to the questions I have found no answers in the forums yet:
1.) Will you be able to import old maps from TM2 and change them for TM Turbo?
2.) If yes, will you be able to import maps with embedded custom objects?
3.) Will there be the possibility like in Maniaplanet 3 to create Maps with crossover car physics?
(Like make a map in Canyon with Stadium car etc...)
No, we need an existing player account to play the game (to register the records on the campaign, having an author name of the maps created in the trackbuilder, etc...)disposableaccount wrote:then don't? a guest profile for offline play would be nice, wish maniaplanet had that
There are several reasons (technical and more) why we require a Uplay account to play the game and i don't think that Steam will be a DRM (i mean you'll be able to launch it directly by the exe without to running Steam, yet to be confirmed).disposableaccount wrote:so TMT will have a Uplay drm on top of Steam drm just for the lolz? if Nadeo has full control then what's the point in stacking drm like that? what's the need for a staem drm at all? it does nothing to stop piracy just look at TMU
No and no.wazerti wrote:Does the maps from TM2 Stadium/Canyon/Valley are compatible with TMT or not ?
Same question for the skins of TM2 ?
1) No.disposableaccount wrote:there is no answers yet, not very promisingkata78 wrote:Now to the questions I have found no answers in the forums yet:
1.) Will you be able to import old maps from TM2 and change them for TM Turbo?
2.) If yes, will you be able to import maps with embedded custom objects?
3.) Will there be the possibility like in Maniaplanet 3 to create Maps with crossover car physics?
(Like make a map in Canyon with Stadium car etc...)
I'm not a fan of PR-talk, if i can answer i doTGYoshi wrote:Gotta praise you for simply giving straight-forward and honest answers instead of ignoring it all.
Still hoping for dedicated servers, but I'd not be amazed if that'd not be part of the game either.
Good questionmarios2000 wrote:Will the ferris wheel be a static block or will it have a rotation like the wind turbines in Valley ?
that's why i said for offline play, a guest profile could have some features locked if necessary, you said TMT can't be on GOG because an account is required to play the game, if it's optional then maybe it's possible? i don't see anything about games requiring account can't be published at GOG, i know they don't allow F2P games or games with micro transactions.Cerovan wrote:No, we need an existing player account to play the game (to register the records on the campaign, having an author name of the maps created in the trackbuilder, etc...)disposableaccount wrote:then don't? a guest profile for offline play would be nice, wish maniaplanet had that
why tie TMT's functionality with Uplay?Cerovan wrote: There are several reasons (technical and more) why we require a Uplay account to play the game and i don't think that Steam will be a DRM (i mean you'll be able to launch it directly by the exe without to running Steam, yet to be confirmed).
the game will be on steam with or without drm, i don't see what one thing has to do with the otherCerovan wrote:And you should know that not all the games on Steam use the Steamworks DRM (some games can be launched without Steam running) but you can't sell a viable amount of games without being on Steam (except if you're Blizzard or a mega AAA game from others publishers).
i don't understand why Nadeo is so reluctant when it comes to environment mixing, TM2 has official mixing and it works perfectlyCerovan wrote:3) No.disposableaccount wrote: 3.) Will there be the possibility like in Maniaplanet 3 to create Maps with crossover car physics?
(Like make a map in Canyon with Stadium car etc...)
Having a guest profile means to lock the campaign (in solo and Double Driver), the online modes and the trackbuilder.disposableaccount wrote:that's why i said for offline play, a guest profile could have some features locked if necessary, as long it's not required to start the game it should be fine for GOG right? you said TMT can't be on GOG because it's required to play the game, if it's optional then maybe it's possible? i don't see anything about games requiring account can't be published at GOG, i know they don't allow F2P games or games with micro transactions.
United doesn't use Steamworks, you can run the game without Steam i believe. The issue i read few times is about the Steam Overlay which may cause fps drops in rare cases.disposableaccount wrote:and for what reason will TMT require Uplay? "technical and more" doesn't answer it, why tie TMT's functionality with Uplay? i hope TMT won't stack DRMs so we won't have to deal with weird issues because of Steamworks DRM, like United does for example.
Some indie games (or bigger games) on Steam for example don't need Steam to be launched : http://steam.wikia.com/wiki/List_of_DRM-free_gamesdisposableaccount wrote:what?
disposableaccount wrote:why would a guest profile lock offline content? it makes no sense. that reminds me how in TM2 offline won't allow solo play for no reason.
earlier you said i answered my own question when i said if Nadeo has the option of releasing TMT without Uplay or not since Ubisoft does release some games without it, but now you say that it will need Uplay, why make TMT Uplay dependent? what does TMT have to gain by doing that?
We use the Uplay Id as player login (that's an hidden data, this isn't the displayname/nickname/username). And we use Uplay because we want to let the player choose between a Steam or non-Steam version (and for a consistency between the two, we use a data that can be shared by both "plateforms", Uplay in that case).Cerovan wrote:No, we need an existing player account to play the game (to register the records on the campaign, having an author name of the maps created in the trackbuilder, etc...)
Users browsing this forum: No registered users and 2 guests