Multiplayer Requires NO LOCALLY MODIFIED ASSETS. Not a bright idea AT ALL.
If you have to reinstall the game FOR ANY REASON, importing ANY BACKUP CONTENT such as on a secondary drive I utilize SyncToy 2.0 to keep a backup of assets are listed as LOCALLY MODIFIED. Plain and Simple, dumb tag rule that needs removed from Multiplayer. The flaw is actually a CMP Flaw, not necessarily the Multiplayer Game itself. If the game can see the asset by SHOW KUID, you have the asset then you have a matching KUID DLS ASSET regardless if it is locally modified.
I had to spend an hour reinstalling a 10-14-2012 Backup Folder in the Trainz Game after trying to connect to a Multiplayer Session and then it failing.
N3V, rethink your position on the structure of Multiplayer and/or fix it to make it not a chore that kills your patience and then by the time you resolve you lack the time or willingness to actually play the game.
If you are the creator of the asset, guess what folks - If it is used, you have to redownload you own stuff cause it will show Locally Modified. Dumb.
You either need to overhaul MP and/or Overhaul CMP. Plain and Simple.
Five Thumbs Down on Multiplayer as structured now.
Here is a bright idea - CMP TALKS TO THE DLS SO LET IT WORK FOR THE END USER.
Since your Database Repair Takes So Darn Long if you experience a crash pretty much eliminating the ability to play for hours, have a reverify assets with DLS and then remove the darn tag. Save a h*ll of allot of bandwidth use on your servers and resolve a heck of allot else. No need to redownload assets.
"Show KUID" in the game engine sees the asset on the DLS, so why not CMP and then a simple removal of the "Locally Modified Tag".
If you have to reinstall the game FOR ANY REASON, importing ANY BACKUP CONTENT such as on a secondary drive I utilize SyncToy 2.0 to keep a backup of assets are listed as LOCALLY MODIFIED. Plain and Simple, dumb tag rule that needs removed from Multiplayer. The flaw is actually a CMP Flaw, not necessarily the Multiplayer Game itself. If the game can see the asset by SHOW KUID, you have the asset then you have a matching KUID DLS ASSET regardless if it is locally modified.
I had to spend an hour reinstalling a 10-14-2012 Backup Folder in the Trainz Game after trying to connect to a Multiplayer Session and then it failing.
N3V, rethink your position on the structure of Multiplayer and/or fix it to make it not a chore that kills your patience and then by the time you resolve you lack the time or willingness to actually play the game.
If you are the creator of the asset, guess what folks - If it is used, you have to redownload you own stuff cause it will show Locally Modified. Dumb.
You either need to overhaul MP and/or Overhaul CMP. Plain and Simple.
Five Thumbs Down on Multiplayer as structured now.
Here is a bright idea - CMP TALKS TO THE DLS SO LET IT WORK FOR THE END USER.
Since your Database Repair Takes So Darn Long if you experience a crash pretty much eliminating the ability to play for hours, have a reverify assets with DLS and then remove the darn tag. Save a h*ll of allot of bandwidth use on your servers and resolve a heck of allot else. No need to redownload assets.
"Show KUID" in the game engine sees the asset on the DLS, so why not CMP and then a simple removal of the "Locally Modified Tag".
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