Who's Going to Multi-play?

I had a weird occurrence where I uncoupled my cars and pulled away fast. As I pulled away, I heard drawbars smashing, and my train started chasing my loco as if it were attached by a rope. It was wierd.


Another issue has been found. I have started to get nonfatal script errors, screenshotted below. Now, for some reason, the hud is no longer responding. It is stuck at notch 4, and 31 mph, even though neither of them are true.

Edit: Forgot the pics.
b1854c59babd6a93696c9f3294b73bc3.jpg


8bc9feaf961dd8047ddba5de7d3fad81.jpg
 
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well back to the original topic of the thread, since it seems everyone has decided to hijack it. Being a modeler/reskiner/routebuilder not a runner, I'll stick with my TS09 until the next proper version of Trainz comes out, preferably with better lighting & sound.

peter
 
hey i like mp but i did see one thing,, in the P& O map at some switches
you have two signal lights,, one is back two to three cars behind...
that kind a not right ????
 
well back to the original topic of the thread, since it seems everyone has decided to hijack it. Being a modeler/reskiner/routebuilder not a runner, I'll stick with my TS09 until the next proper version of Trainz comes out, preferably with better lighting & sound.

peter


Thanks Peter; I may give it a go in the future when the bugs have gone. Right now it sounds like one of my sessions anyway, (trains appearing out of no where, crashing, explosions, teleporting railcars, etc...) Oh, the humanity!:hehe:
 
You might try downloading the updates in Content Manager, it should be easier to see what's failing that way.

1. Open Content Manager
2. Search for "Out of Date" and "Location, local"
3. Select all, right-click, and choose "View Asset Versions"
4. Choose "View in main list" on the displayed dialog
5. Add every asset to the download helper and wait for them to download, or fail

Terry,

Any chance we could get that as a pre-configured search tab in CM someday? I could see that as an useful addition.

Thanks!
Curtis
 
hey i like mp but i did see one thing,, in the P& O map at some switches
you have two signal lights,, one is back two to three cars behind...
that kind a not right ????

Agreed. The signaling on PO&N is horrible in places. I have a few times had a cornfield meet when we both entered the block with green signals.
 
Terry,

Any chance we could get that as a pre-configured search tab in CM someday? I could see that as an useful addition.

Thanks!
Curtis

An improvement to downloading asset updates in CM is already in the works.

Terry
 
Agreed. The signaling on PO&N is horrible in places. I have a few times had a cornfield meet when we both entered the block with green signals.

problem is the main line is only signalled at the squeeze points, So technically those are the "Blocks" are between the squeeze point switches. It does need more signals on the main (and possibly the AI track) if it's going to function as a working multi-player route. Right now the blocks are so large that two trains can enter the same block and not know of each other until, like what happened to jadebullet, you slam in to each other at high speed (well, hopefully not).

I hope Philskene isn't offended if he reads this, I love the PO&N, i love his routes, there are just problems that may need to be adressed if his great routes are going to work in multi-player. routes like Krashnburne might actually be better, because, if i'm not mistaken, they're signalled a bit more prototypically. problem is Krashnburne is a bit small for major multiplayer work:o

PS these cases of the train suddenly accelerating to unheard of speeds aren't just limited to Multiplayer. I think i found there's a hidden "afterburner" notch on some engines:hehe:. Its always fun when you crash through the buffer stops, drive off the mountain, then fall down on some poor old lady's home:eek:. It's really bad if it happens more than once!
 
I'm not offended

"I hope Philskene isn't offended if he reads this ... ."

Nope - I'm not offended. PO&N is being used in a way that it's not designed for so, yes, it does need some work (which is under way).

Krashnburne Multiplayer route and session is up on the Download Station. Trust me it should be absolutely great fun for up to four players but I can't get it up and running on my PC because it says something is missing. Anybody got it working?

Phil
 
After dipping my toe in the multiplayer pond, a few first observations.

Downloaded and installed the patch without any issues. At first I didn't see any routes. Did an extended database repair while I went to work. Don't know it that made a difference but when I got home, all the routes were showing in game.

The hot spot for the mouse appears to have been shifted slightly down. Instead of clicking directly on a link or other selection object, I need to point slightly under it. Accidentally picked an object above my intended selection several times until I caught on.

Have the display settings been restricted? I now only have one possible resolution in the drop down list. Is this temporary?

Will there be a way to know who has already joined a session before selecting it?

Will it be possible to just use the free roaming camera to explore an existing session, watching others drive around, without selecting a driver? Multiplayer trains spotting.

Future development - if the multiplayer capabilities are not used, will there be any difference in the single player experience once the beta is finished. Display settings? Performance?
 
"I hope Philskene isn't offended if he reads this ... ."

Nope - I'm not offended. PO&N is being used in a way that it's not designed for so, yes, it does need some work (which is under way).

Krashnburne Multiplayer route and session is up on the Download Station. Trust me it should be absolutely great fun for up to four players but I can't get it up and running on my PC because it says something is missing. Anybody got it working?

Phil

I'm not yet showing the session in Content Manager, but once it appears I'll definitely download it and check it out.

It's quite likely you're not able to start it for the same reason, ie Trainz doesn't yet realise the session is on the DLS.

Terry
 
Hi Terry --

Yes I've worked that out too.

I can get the route and session into Content Manager by opening CM, opening the Download Station web page and clicking, in the web page, on the "Download Helper" under the thumbnail.

In CM the route and session then appear in the small Download Helper pane with a "?". They will download and capture all the dependencies.

But it produces the "The selected session cannot be used for multiplay. The session ... not built-in and not available on the Download Station" message when trying to load the session.

Do you know when CM will update?

Phil
 
The hot spot for the mouse appears to have been shifted slightly down. Instead of clicking directly on a link or other selection object, I need to point slightly under it. Accidentally picked an object above my intended selection several times until I caught on.

Were you running in fullscreen mode, or windowed? Was this a one off or has the problem persisted between runs of the game?

Have the display settings been restricted? I now only have one possible resolution in the drop down list. Is this temporary?

The display settings have not been intentionally restricted or changed. Does this problem still persist? The launcher does attempt to detect and display only supported resolutions, perhaps a restart may help.

Will there be a way to know who has already joined a session before selecting it?

No such feature is currently planned, but it may be considered if the players want it.

Will it be possible to just use the free roaming camera to explore an existing session, watching others drive around, without selecting a driver? Multiplayer trains spotting.

The possibility of an 'observer' mode has been discussed, and may yet be implemented. For the moment though you're certainly free to do this without a special mode (assuming the session host doesn't mind you just watching).

Future development - if the multiplayer capabilities are not used, will there be any difference in the single player experience once the beta is finished. Display settings? Performance?

The current beta version includes numerous bug fixes, but the only major feature additions are those specifically related to multiplayer.

Terry
N3V Games
 
Hi Terry --
Do you know when CM will update?

Hey Phil,

The Download Station listings used by CM are generated daily, I think about 7pm Brisbane time (from my occasionally poor performing memory). Trainz periodically queries the server for the latest data so should download it a short time after that (can't say for sure how long, but definitely within a day).

Terry
 
Tried to go into 5 different sessions today. Got into 3 of them no problem and the other two I could not connect and was dropped out and into my own server mode after about 5 minutes of trying to connect. Terry still getting about a 50% connection success rate when trying to enter a session.

Also yes my mouse pointer in windowed mode is about a quarter inch below and to the left of the actual pick point. This varies each time I come on a small amount.

Tried 4 times to get on tonight an all 4 were unsucessful, my session times out because it isn't talking to the server. Something doesn't work for me.
 
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Were you running in fullscreen mode, or windowed? Was this a one off or has the problem persisted between runs of the game?
It was Windowed, handy when testing to access the desktop. It is persistent. When pointing to one row, the row above is highlighted and will be selected

The display settings have not been intentionally restricted or changed. Does this problem still persist? The launcher does attempt to detect and display only supported resolutions, perhaps a restart may help.
In TS2009 build 38285 I am offered four resolutions: 864x1152, 800x1280, 960x1280 and 1024x1280. In TS2010 build 45467 I am only offered one resolution: 1024x1280. Both DirectX and OpenGL, full screen or not. Same hardware

No such feature is currently planned, but it may be considered if the players want it.



The possibility of an 'observer' mode has been discussed, and may yet be implemented. For the moment though you're certainly free to do this without a special mode (assuming the session host doesn't mind you just watching).
Hope this is added. If the host doesn't mind, will just free roaming now take up one of the connection slots or is this not an issue?
...

Terry
N3V Games
Thanks
 
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One thing that has been discussed constantly is that we need the ability for someone to be a dispatcher. Things can just get too chaotic otherwise. This might also mean that we would need something other than just the minimap to dispatch from as well, so I am not sure how it would be implemented.

Another thing is that we need some sort of "push to talk" voice communication in the game. Typing can get awkward at times, especially when time is not on your side.

I have also found that having the driver names displayed instead of the usernames can be a bit awkward, as I tend to have to look up who I am driving with, and with multiple drivers with the same it can get kind of difficult. Also, is there any chance that we can have it so that we can have the player's usernames hovering above their locomotives for the other players in the server. It would make emergency and non emergency communication alot easier.
 
One thing that has been discussed constantly is that we need the ability for someone to be a dispatcher. Things can just get too chaotic otherwise. This might also mean that we would need something other than just the minimap to dispatch from as well, so I am not sure how it would be implemented.

We've got some ideas on this that we'll explore further throughout the public beta. At the current time, there's nothing stopping you from nominating one participant as a dispatcher, even though he has no formal controls.


Another thing is that we need some sort of "push to talk" voice communication in the game. Typing can get awkward at times, especially when time is not on your side.

Our experience with this is that people rarely use the in-game tools that are provided, preferring to use TeamSpeak, Ventrillo, and similar external tools. Additionally, many people prefer to never use voice chat for a variety of reasons. Rather than commit huge resources to providing our own voice-chat solution that few people would use, we'd rather just let people do their own thing from the start.


I have also found that having the driver names displayed instead of the usernames can be a bit awkward, as I tend to have to look up who I am driving with, and with multiple drivers with the same it can get kind of difficult. Also, is there any chance that we can have it so that we can have the player's usernames hovering above their locomotives for the other players in the server. It would make emergency and non emergency communication alot easier.

Something to think about.

thanks,

chris
 
Hi Chris,

at first: I got an error-message in multi player-mode, after this "runtime error". This is stored by screenshots, where can I send this?


I think, every(?) of us has more than one computers. I have oldies with 160/350 Mhz, 750 Mhz, main boards 2Ghz- Is it possible to make a program named Dispatcher, who can make the trains running safety. I know, is a wish list (to Christmas 2011?).

Voice-Chat,

a good program is mamble:
http://mumble-tower.de/downloads/mumble/mumble-windows

Sorry, German only.



regards

Wol_HH
 
Our group uses both Ventrilo and Teamspeak3 for our racing and game playing. We are leaning toward phasing out or Vent server for our 200 slot TS3 server.

Actually, I think it would be better to use an independent voice program so that it doesn't use resources from the game, if you don't or can't use it.
 
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