Australian screenshots

I found this a long way back in the thread:-



Rod, I thought you were a friend!

I have reworked most of the old VR narrow gauge content to bring it up to 3.5 standards but I have no intention of uploading to the DLS. When I do make them available they will be on Trainzone or on my site. Does this foul up their use on an MP route? If so I won't bother yet.

I am currently upgrading all my content on Trainzone so I will need some pretty vigorous grovelling to leave that and work on the latest stuff.

Peter

Ha Ha
Howdy Peter!

Actually I think Multi Player has gone the way of real steam engines!
When I wrote that I still thought it might work, but unfortunately I have moved on to Trainz 12 and I suspect MP is irretrievably broken.

The way Auran set it up, they were hosting it and using the Download station to reduce bandwidth (i think??)

Anyway the only way to use assets in it, was for them to be first uploaded to Auran DLS.
At about this time, we started to see that most of the best stuff was actually already hosted outside the DLS, and even Davido was moving his stuff away too.

I believe someone in Europe has "hacked" the system so that MP can be operated outside of the DLS, and if that is true, or can be got to work, then I will once again look at MP. To be honest this has been the worst let down so far, for me. I am a social animal, and MP pushes all the right buttons for me :(
Cheers
Rod
 
Guys

I haven't followed the discussions about MP, It has not interest for me. However, am I right in concluding that EVERY TIME an MP session is started ALL the content is downloaded from the DLS. This does not strike me as being a very efficient use of Auran's hosting resources.

Logic tells me that only items not present on the participants machines would be downloaded, therefore anyone possessimg all the items would not need to download anything. It seems likely that when the route is uploaded, the listed items are checked against the DLS database. If this is the case, perhaps one way round is to have dummy items uploaded with the correct numbers, while the full items can be already on the players machines under the same names and numbers.

Perhaps someone can make a simple test route with a mixture of DLS and non-DLS items to check. Select specified DLS items, download them and then visibly modify them to see if they appear in the modified form. I am prepared to try and work around this but not to the extent of using the DLS for my full updated items.

Peter

PS This is getting rather off-topic, Perhaps we should continue this elsewhere.
 
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Just to clarify here :)

The MP system uses the 'iTrainz' system, not the DLS (these are separate servers). The iTrainz system also runs the 'iportal' system and in-game Chat system.

However, MP requires that all content be hosted on the DLS (this ensure that all users are using the exact same assets).

If an asset has been modified, then it will be 'removed' and re-downloaded (the removed version being moved to a 'backup' folder).

If there is are updates available for some of the included assets, then these will need to be downloaded (again, will be downloaded from in-game). Same goes for any missing dependencies that are on the DLS.

However, if everything is already installed (e.g. a route/session using only built-in content and no updates are available for these items), then there will be no downloading from the DLS.

Hope this helps clarify how the MP system works :)
 
Zec

Thanks

Reading 'between the lines' it seems that if everyone has the same non-dls content it can be used. Is this the case or does the content get checked each time againts the DLS or an Itrains database. Given the case where all participants have ALL the content for the route including non DLS items, would the Itrainz system work.

Peter
 
Hi Peter
Multiplayer will only work with items directly from the Download Station.

There are 4 basic 'states' for installed items in Trainz.

1 is 'built-in' unmodified. These will work with MP

2 is built-in but modified. These will be reverted back to their original state with MP (if they are used by the MP session)

3 is installed from the DLS, unmodified. These will work with MP.

4 is modified (or installed from a cdp file or an external folder). These will not work with MP, since either case can have the asset modified before being committed. The only way to ensure that all assets are identical is for them to be unmodified built-in assets, or unmodified DLS assets.
 
Hey Everyone! I thought I'd pop in for a bit because I can for now. I'm currently in Rome enjoying my travels, but its a bad day to be here. The Metro and Buses are all on strike, making it near impossible to get around the city.

On the plus side, essentially behind me is Roma Termini, the largest of Rome's railway stations. The building itself (unlike Europes other stations) isn't impressive, but the line-up of TrenItalia's unique rollingstock is.

Hope everyone is well. I'll read the forums properly when I get home.

Mitchey
 
Zec

Thanks

Reading 'between the lines' it seems that if everyone has the same non-dls content it can be used. Is this the case or does the content get checked each time againts the DLS or an Itrains database. Given the case where all participants have ALL the content for the route including non DLS items, would the Itrainz system work.

Peter

The main thing is. If we want to run a Puffing Billy style layout using your engines and rolling stock, in MP we cannot :(
If assets are not on the DLS then the map will not open up at all in MP

It even gets worse than that. Some of natvanders assets have been changed since MP arrived. MP "sees them" but cannot download them, so my favourite MP game will no longer open in Trainz 12 MP. or 2010MP for that matter. When a Kuid2 asset after upgrade fails the original Kuid will not load up either, even though it is still there and being called up by MP.
Every time I open MP maps, I need to revert and download new assets. I mean I can get kicked, restart and find myself downloading the same 50 meg of assets all over! Very frustrating.
I never see anybody else any more in MP, and so for me MP is almost dead in the water.
Sadly
Rod
 
Back to some screenshots. Some shots from from out west today. East Ipswich on a wet evening
ryanmcc201107150001.jpg


The Westlander snakes its way towards Grandchester
ryanmcc201107150002.jpg
 
Hi Davido,

I don't have TS12 either and when I was told the shadow poly limit TS12 had I thought I'll have a go at building a shadow to meet the TS12 requirements, here's how I got mine to work and you could try the same way

shadows-1.jpg


What I did was build a whole new mesh, delete unseen polys, then for the handrail details I used the line tool set to 3 sides and deleted endcaps.

1200 polys for that shadow there :)

and here's the shadow in game

azervich_20110723_0000.jpg


-Aaron
 
Thanks Aaron, yes I realized after I posted that is a poly limit in TS12. I've reduced it to 1100 polys. I have always used low poly shadows before but I thought I'd get a bit fancy this time.
I don't have TS12 so it doesn't matter :hehe:

Davido
 
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