Who's Going to Multi-play?

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.

Until they get something like this, I won't be involved in Multiplayer. I can't type very fast at all. I'd love to be a dispatcher, but only if I can physically TALK to the other engineers.

IMHO, they should have come out with a completely new game version, rather than patching to an existing game version.

Dave Snow

`
 
Well there was a sesion yesterday, hosted by Tobias_Mainz that ran longer than 6 hours, with up to 14 players. Tobias was the controller/dispatcher and was a LOT of fun. Using the PO&N route even for a large route was quite crowded at times, and showed the full potential of the MU game.

Apart from a few gripes and bugs this was a good test of the BETA version in its full glory, and the necessity of having a skilled controller/dispatcher.
 
Yes, I was in that session as well. There were a few bugs that screwed things up for me a few times, but really, it was alot of fun. With a bit of polishing, and some more features, this could be amazing.

Also, the dispatching was good. I think we need something a bit easier for the dispatcher than the minimap is all.
 
We all need to thank Tobias for his untiring work, he must be sleeping if off right now. An outstanding effort by him for keeping control of the whole operation.
 
So far so good boys... I tried it out a bit last night and was pretty impressed with it so far. LOTS of potential.

Mike
 
I'd love to be a dispatcher, but only if I can physically TALK to the other engineers.

If people could agree on using 3rd party software such as Teamspeak, this is already possible.
The hoster of the Multiplayer Session would also prepare the Teamspeak environment (the "Channels") so people can talk to each other and give joined users the IP, Port and Authentication to that Teamspeak Server through in-game chat for example. (or send out invitations by mail or in forum posts)

After joining the Teamspeak server people can simply talk to one another.
Depending on how the software and microphone are set up speaking can be initiated by either starting to speak into the microphone or by having to push a custom ("Push to Talk") button first. (can be configured in the Teamspeak Software)

I guess that's easy enough and there's no need to put extra development load on developers right away. (however some sort of easy documentation for the "casual crowd" or non-techies will of course be needed - preferrably on the WIKI)
Perhaps in some future Patch a built-in VOIP solution could be offered by N3V / Auran but until then Teamspeak would suffice too.

(My opinion)

EDIT: Coming to think of it, I might just post 2 tutorial links if there are people out there actually wanting to get started trying this out already, so here you go.

Tutorial 1 - Installing and Configuring a Teamspeak Server (Youtube Link)
Tutorial 2 - Installing and Configuring a Teamspeak Client and joining a Server (Youtube Link)

Both of these Tutorials are from Teamspeak themself and are kept very basic and understandable, so can be easily followed.
There are of course more tutorials, but these are to get things started easily.

Tata
Mr.Jingles
 
Last edited:
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

This will download the latest version available of every local asset, which should allow you to join. My guess is that the download is failing in game due to the "maximum connected users" error being reported by the Download Station, but this error isn't shown in game.

Terry
Ok thanks, i´m going to try this solution, i will tell you if it worked or not, thanks!
PD: I´m downloading all assets, they are 379mb it will take me 4 days or more :D
 
Just had a major crash, screen went blank and a humming sound then my comp restarted. Reloaded the game and MP session and it went off again???:confused:
We were having a great session too, 6 hours down the pan.
This comp is brand new and very high spec with 1000w power, Win7 H/P.
This is the second time it has happened.
Oh Dear....:(
 
I installed the MP patch. Worked fine yesterday.Now it won't even start!:'(

I have uninstalled and re-installed everything, to no avail. Be back soon with computer specs.
 
just crashed out again. my comp just stopped and restarted during a MP session. Normal Trainz (single player) is fine, both 06 and 2010. So it can't be my comp, must be a bug.
So where do we report these bugs?
:wave:
 
Nothing like a chorus of milepost detectors going off constantly in staccato format for some odd reason, lol.


Also, just to let you know. There is currently alot of problems with consists randomly derailing for no explicable reason. It can get pretty frustrating, especially because so far MP has been alot of fun.
 
I stopped Beta Testing - To many bugs.

Connections are difficult to obtain.
Unexpected trains popping out of nowhere.
Unexplained derailments.
Routes poorly signalled causing issues.
Unexpected system crashes.
Consists left everywhere if game has been played awhile.
No dispatcher functions.
Shadows.
Adjacent Coupling

Has allot of refining, but has potential and could be very fun.
 
Last edited:
Myself like Mcguirel have a lot of trouble connecting to a Multiplayer session.

Out of 11 tries I have been able to hook in 3 times so the other 8 times I was finally getting dropped for inactivity and the server part showed up since I couldn't hook in. Lately the latency climbs up to very high numbers within a minute of the multiplayer page coming on line for that session.

Have no idea why can't hook in as no firewall is used by myself.
 
The new little sign floating over switches indicating that the switch has been locked by an AI train is interesting. Are they only for information or will they have some function? Nothing happens when I click on them, LMB or RMB. :confused:
 
Switch locking

Martin --

The padlock indicates that the switch is locked.

Locking is speed and distance dependent.

High speed = locked a long distance in advance.

Low speed = almost on top of the switch before it locks.

I've also noticed that in addition to the usual green and red, there is a yellow as it alters state.

Phil
 
Oh, so it's nice to know.
I was hoping there would be an override button for cases when I really need to use a switch before the AI shows up.
 
Martin --

The padlock indicates that the switch is locked.

Locking is speed and distance dependent.

High speed = locked a long distance in advance.

Low speed = almost on top of the switch before it locks.

I've also noticed that in addition to the usual green and red, there is a yellow as it alters state.

Phil

not only that, but the code says that it is the train's stopping distance, which of course increases with speed. so if a train cannot stop before a junction that junction will lock.
 
Back
Top