Seriously sniper297, the appropriate information has been there, you just seem to refuse to accept it because it doesn't fit in with the way you personally want things to be. What did I say earlier? You can't always have what you want, but if you try sometimes, you just might find, you get what you need!
Let's gander back to the start of this whole thread though, please allow me to throw down a quote.
I can understand the reason why MP does not permit locally modified assets - it's an issue of consistency.
Basically, all users of a MP session have to be using the exact same version of the route,session, and all dependencies, in order to avoid server problems.
Shane
This was the second post in this thread and it should have ended there. I shouldn't have to explain why it's undesirable to have mismatched content across multiplayer games. People argued ahead anyway, completing ignoring this.
This may seem minor, however any changes to assets could render the route or session un-playable. For example, you change the enginespec on a locomotive. Hence the two players have locos with different physics, which in turn causes the trains to end up out of sync, requiring either more bandwidth to do constant speed/location/physics updates, causing more lag.
Or you changed the attachment points on an industry (as an example for content created by the player). You then fire up multiplayer, and find that you have a broken map, since the fixed track sections are no longer attached to the track splines on the map.
Here is two very good examples for you about what can happen if your content is out of sync. This shouldn't need any further explanation. The thread seriously should have stopped there. But no one wanted to listen and kept on complaining because they wanted it their way and refused to accept anything that wasn't and refused to accept any explanation that supported a view that wasn't their own. I'm talking about you of course. I saw your name as early in this thread so you must have read these posts and then all I can guess is promptly ignored them because they didn't support your view.
In fact, the next reply was yours.
It causes more problems than it could ever prevent, plain and simple.
I can't even fathom how you came to this conclusion, even as Zec gave a couple of really great examples about how it could cause problems. I would rather have to download content from the DLS than have to deal with buggy mutliplayer sessions caused by mismatched content.
I read through some more of the thread and realized a pattern of you ignoring everyone and demanding a button that allows you to bypass the check. Everyone brought up good examples and explanations about why this would be a bad idea, but you continued to ignore them and went ahead.
Besides the problems that could come up that would cause a multiplayer game to become unstable, It's inadvisable to put that sort of feature into a commercial product. I'm talking about a checkbox that has a "use at your own risk" warning. When developers put these sorts of checkboxes into an application it is usally smaller production where it's users are tech savvy enough to understand this risk. Or that particular feature was released as beta. If Auran introduced a checkbox with the warning saying "use at your own risk" That warning would be ignored by the userbase, by people like you, and then when the multiplayer sessions become unplayable, they'd take to the forums complaining about it. Complaining about how it's buggy, how they need to fix it, how they shouldn't have released it in that state.
All you are going to do is complain, no matter what. There is no doubt in my mind that your only ability is to be able to complain. When you set up your Fallout3 character, you checked the complainer trait and nothing else.
Let me say this again, in case you missed it. There is obvious problems that would come up if such a feature as you requested was added. There's been a lot of people that happily explained to you why it is a problem, why it would cause problems. I quoted a few of those people here and before this post is done I'm going to quote another. In fact, I'm going to do that right now.
well there you go, above. i have tested it, but i am not a member of the dev team, all i can say the results are less than great, rendering the multiplayer session useless within minutes.
Ohhh! What is that? It's exactly as we have been saying. It causes problems. Did we expect any different? No. We explained why it would cause issues, and for a lot of us, we didn't even have to experience those issues to understand why they would happen.
I’ve been part of this community since the first version was released. I saw where it came from; I saw what this version of Trainz is built upon. I released the first custom content for this game. When this game was first released, it wasn’t ready for prime time as far as custom content was concerned. There were a lot of aspects they didn’t think about and became a huge problem later on. It took a lot of effort for them to iron those issues out. Multiplayer is being added onto this, this heritage. This game wasn’t built for multiplayer, it’s being patched on. And to make everything compatible there’s certain compromises that have to be made. To make the multiplayer setup more ideal, a lot of things would have to be reworked and that would cause a whole new set of issues. Mainly that the content would have to be updated for the new multiplayer variation of Trainz. Then we would get the joy of having everyone complain about their old content not working in the new version of Trainz and we would get the joy of having the content creators complain about having to update their old content. This is the sort of issue a lot of programs face, especially as the years go on and the program becomes more complex and patched up.
Outside of enjoying Trainz, I work in the video game industry. What I hate is self-entitled people like you. You think the developers owe you something, that they are your personally flunkies and you get to dictate to them as if you know what’s best. You refuse to acknowledge them, or that there might be a perfectly valid reason why they’ve done something the way they have. I’ve seen devs that put in 120 hour weeks for months only to be berated by people like you because something isn’t perfectly as you want it. It’s people like you that stress devs out and makes them feel like their job isn’t worth it.
Programming a game is no simple task and it isn’t without its troubles. When you get into multiplayer, those problems get even worse. The devs of Trainz, they aren’t ID software, or Epic games. They don’t have those sorts of resources at their disposal. Even companies as big as that, it’s a huge undertaking to make sure everything works. It’s a set of experiences and lessons that have been built up over decades and as time goes on, it only gets more complex. The dev team here is doing the best they can with the resources they have and the issues that would crop up either route they took. They have to balance that with a community that would be up in arms if they changed too much.