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I have no changed these files and never intend to.
I have respected the responses of N3V, and if they deem an account ban is what they prefer to do instead, well then I will immediate ask for a refund of TS12 and my 1 YR FCT.
I am just providing a TRUSTED means of effeciently overcoming what can become easily a very repetive issue with a database.
Yeah you go Windwalkr! Tell mcguirel what's what!
I am on the edge of my seat.... the edge!
With your own assigned KUID in the CMP Options, your content should never be recognized as locally modified, but I do not have any ideas regarding locking a CMP TAG on your own content.
I am just providing a TRUSTED means of effeciently overcoming what can become easily a very repetive issue with a database. By completeing such a task, we should be respectful in the fact that we are only saving ourself time, unexpected hassle, and overcoming any one of many personal circumstances limiting factor.
I never disrespected their view of this, but I am not downloading 35GB of data again due to how I was forced to back-up my data due to a crash.
*shrugs*(snip)
chris
*shrugs* I just walked in off the street(to get out of the rain) and saw people yelling at each other so thought I'd hoot and holler too. I'm touched that you took the time to write me such a whimsical assembly of words. I enjoyed the length, not to long, not to short. Somewhat informative with a touch of realization that I'm a penguin in Africa.
I thought it may be. I see one potential problem with it, which will affect Multiplayer.
Due to another issue (which is also related to Content Manager) involving downloads not completing, users are having to download these assets manually using FTP. Unfortunately when these assets are imported, they are classed as locally modified even though they are unmodified assets direct from the Download Station.
I'd like to know what your take on this is, as this is part of the problem.
Shane
Based on Shane's post, Content Manager does not make this distinction.
.. the only thing anyone thought was necessary was the ability of the host to kick out anyone who caused problems. I just don't get it.
sorry this happened to you, but it is nobody's problem but your own. if you wish to play multiplayer, the correct course of action is to download the files again. this isnt a bug or unintentional operation of things as evidenced throughout this thread, so i do not understand why you are still talking about it as such.
That's what I'm missing, "where cheating has become prevalent", this is competition? How would you "win" a train simulator multiplayer game, with or without cheating? I'm really not trying to be a smartass here, I just don't understand what the point of cheating would be in a train simulator?
Is that a trick question? The point of cheating is to win the game, but Trainz multiplayer is a cooperative game with no scoring, right?
Griefing is the act of irritating and angering people in video games through the use of destruction, construction, or social engineering.
I could see how that might be a problem in MMOs (which I've never played) but for Trainz multiplayer what would be the max number in any game?
If that's what this is all about, why not eliminate all the restrictions for private games requiring a password?
Answered your own question there, but if there are 3 people and one troll, the host kicks tho troll out or if the troll is the host the other three quit and start their own game without him.
For a few friends playing together who all know each other and share the same ideas on train operations it's simply not an issue.
Pushing people to play private games - no, maybe? Question you gotta ask now, if all the "batteries not included lots of complicated assembly required" work was removed from private multiplayer, would you get a sudden flood of people moving from public to private multiplayer?
Again, make it optional with a disclaimer, let people decide for themselves.