BigVern Posted Tuesday at 08:22 AM Posted Tuesday at 08:22 AM While we know there are still many issues to be fixed with the single player save game, going forward a useful feature would be to save a snapshot of a multiplayer run you are doing, then later come back and load up to finish in single player. Obviously any player controlled trains and signalboxes would revert to AI. However this would be a great way of avoiding the frustration when real life or time intervenes and you have to exit MP still in the middle of a run. 1
jeroezie Posted Wednesday at 12:21 AM Posted Wednesday at 12:21 AM This does sound great. But in singleplayer, the virtual dispatcher works in a very very different way then the AI dispatchers in multiplayer. I do think, that it is very unrealistic to make it work. It would be so much work to recreate the multiplayer server in an dingleplayer environment.
BigVern Posted Wednesday at 08:39 AM Author Posted Wednesday at 08:39 AM I would hope the AI signaller could resolve the running of trains imported with the session, I just wouldn’t expect any fresh ones to spawn. 1
jeroezie Posted Wednesday at 09:50 PM Posted Wednesday at 09:50 PM I do not think, sich a thing is possible. The dispatchers work in such a different way. Spawning of trains works different too. And a home pc could never deal with a server full of trains.
BigVern Posted Thursday at 05:50 PM Author Posted Thursday at 05:50 PM 19 hours ago, jeroezie said: I do not think, sich a thing is possible. The dispatchers work in such a different way. Spawning of trains works different too. And a home pc could never deal with a server full of trains. Well that would be for the developer to focus on solutions, not problems. For starters, any trains behind the player which would never be seen again, needn't be spawned. So if you were (say) 25 miles on the approach to Katowice or Lodz then that would probably remove 80% of the trains anyway. The dispatcher presumably has the same code base whether running in MP or SP mode - if in doubt it gives the player train priority when it switches to SP. And as I said, no new trains would necessarily spawn, the main idea is for the player to finish their own run. 2 1
jeroezie Posted Thursday at 11:18 PM Posted Thursday at 11:18 PM No the didpatchers work in a very very different way. In SP, you have to script them manually from signal to signal. Despawning trains is not as easy as it sounds. They have to be loaded in, so close to the player. You can run the command (needs manual scrpiting too) to despawn when they are far from the player, but they will remain in an simplified state intil the player is near again. And when you do despawn a train, you have to make sure to do it in an apropriate location, otherwise you live behind a partly driven off route in a switch, causing the virtual dispatcher to get stuck. The whole world is simply operated in a very different way.
BigVern Posted 15 hours ago Author Posted 15 hours ago Fair enough... Just thought it would be a good way to produce an almost infinite number of possible scenarios to run in SP. Hopefully at some point we will get a full TSW style all day timetable for SP, not just hand crafted scenarios.
jeroezie Posted 13 hours ago Posted 13 hours ago The later made or remate scenario's allow to pick a season and time (choosing any hour of the day). This should result in plenty of options. Only downside, this part of the code is very hard to understand for new lua programmers. I did not even try to add it to my scenario's.
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