Well, that's another issue, if I get this sorted out the AI traffic for the next MP session will be cut in half - with two players the AI is visible to both, doesn't seem to cause any performance problems, but in the one session we apparently got "out of synch" because he reported an AI train passing thru my train, which I couldn't see. That AI train appeared to me a couple minutes later. Latency due to my DSL connection probably, but I suspect (THEORY, not tested to fact yet) that a high volume of AI traffic in multiplayer sessions is going to contribute to lag. The one MP session I tried without AI traffic I was getting truncated chat window messages, others in the session didn't, and yesterday's test I got the chat window glitch, the other guy said he didn't see it - until about 10 minutes later, when he started getting it too. The AI trains don't cause that because it happens without AI trains, but they may be an aggravating factor in the overall problem.
Anyway, back on topic;
"Just dl/d no missing or broken assets"
But do you get the same "locally modified" list?
Nobody bothered to answer, so I'll tell you what all those files have in common - all TS2010 built in content that was not built into TS12, to make TS12 backward compatible they uploaded all the built in TS2010 assets left out of TS12 so TS12 users would have access to them. This was last spring, some of those assets were uploaded in May 2011, the majority show April 18 as the date. I've been told by other route and session creators that they got disgusted and gave up trying to convince N3V that this is an actual problem, and replaced the assets where they could, or uploaded their own versions of those assets where suitable working replacements weren't available. Looks like I'll end up having to do the same. Not hard to figure why this wasn't caught in testing, the 2010 built in assets weren't available on the DLS when the testing was in progress. One more argument in favor of removing the multiplayer restrictions at least for the session itself - what I was told was to test the session in single player, then add the multiplayer rule last before packaging and uploading. See how well that works, the session has no problems in single player, the minute you add the multiplayer rule it runs into all the automatic checks which the single player doesn't need or use. And then of course you can't test it to find out what the multiplayer 'bot don't like, because once you add the mutliplayer rule the 'bot will reject it because the session itself fails the test since it hasn't been uploaded yet.
Well, I gotta go, I'm out of popcorn. :wave:
Anyway, back on topic;
"Just dl/d no missing or broken assets"
But do you get the same "locally modified" list?
Nobody bothered to answer, so I'll tell you what all those files have in common - all TS2010 built in content that was not built into TS12, to make TS12 backward compatible they uploaded all the built in TS2010 assets left out of TS12 so TS12 users would have access to them. This was last spring, some of those assets were uploaded in May 2011, the majority show April 18 as the date. I've been told by other route and session creators that they got disgusted and gave up trying to convince N3V that this is an actual problem, and replaced the assets where they could, or uploaded their own versions of those assets where suitable working replacements weren't available. Looks like I'll end up having to do the same. Not hard to figure why this wasn't caught in testing, the 2010 built in assets weren't available on the DLS when the testing was in progress. One more argument in favor of removing the multiplayer restrictions at least for the session itself - what I was told was to test the session in single player, then add the multiplayer rule last before packaging and uploading. See how well that works, the session has no problems in single player, the minute you add the multiplayer rule it runs into all the automatic checks which the single player doesn't need or use. And then of course you can't test it to find out what the multiplayer 'bot don't like, because once you add the mutliplayer rule the 'bot will reject it because the session itself fails the test since it hasn't been uploaded yet.
Well, I gotta go, I'm out of popcorn. :wave: