Elvas Tower: Question: Activity as Multiplayer - Elvas Tower

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Question: Activity as Multiplayer Activity as Multiplayer Rate Topic: -----

#11 User is offline   Csantucci 

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Posted 27 February 2017 - 01:38 PM

If I have time I'll have some test.

#12 User is offline   Howky 

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Posted 04 March 2017 - 03:32 PM

Csantucci : Tested ?

#13 User is offline   Csantucci 

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Posted 05 March 2017 - 06:53 AM

I'm slowly proceeding on this.

#14 User is offline   Csantucci 

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Posted 06 March 2017 - 06:43 AM

I have now a solution ready. When the OR releases will be updated again, I'll provide the modified .exe files for testing.

P.S. Release x3815 is available now. Therefore here are the .exe and .dll files to test the feature, both for functionality and user friendliness.
Attached File  Switchreset.zip (1.01MB)
Number of downloads: 285
It works so: let's assume a switch has been manually forced to a specific state for a train (train A), even if this way an AI train, that already had positioned that switch, has the switch no more in the correct position. After train A has passed the switch, by right-clicking on the switch on the dispatcher window a third, new, option (above To Main Route and To Side Route) is available, that is "System controlled", like for signals; when clicking it, the AI train moves the switch (back if necessary) to the position its path requires. If "System controlled" is not selected and the switch is not in the position required by the AI train, the AI train will disappear as usual when passing over the switch. If "System controlled" is not selected and the switch is in the position required by the AI train, the AI train will regularly pass over the switch.

#15 User is offline   Howky 

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Posted 16 March 2017 - 12:36 AM

and on the MP tried something

#16 User is offline   PA1930 

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Posted 18 March 2017 - 10:14 AM

Hi,

Just something I wanted to share in regards to this.
A long time ago (many versions ago) I have set up a multiplayer session with AI trains.
The funny (and annoying) thing about it, is that the AI did work, but after reaching the end point of the path, it would just travel in high speed in the opposite direction and I had to set switches and control where it was going. Something like the train in the movie "Unstoppable". :D

I wonder if is still the same nowadays.

Also, there were more players in that session.

#17 User is offline   Howky 

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Posted 31 October 2017 - 01:28 AM

I would like to revive this topic again

Would it be possible to play MP activities after some adjustments?
For example, in order for a player to join the game, and choose any train he / she can go with by activity?

Now, the problem is mainly on the client side.
When the game is played and the new client joins, the activity is fully loaded from the beginning
When a player joins viewing mode, they see trains around but can not connect via ALT + F9 because they do not see anything

#18 User is offline   Csantucci 

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Posted 31 October 2017 - 12:00 PM

Alt-F9 does not work in Explorer mode, but Alt-9 works for clients.

#19 User is offline   Howky 

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Posted 31 October 2017 - 12:09 PM

it would be somehow done to play the MP activities?

#20 User is offline   Csantucci 

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Posted 31 October 2017 - 12:15 PM

I don't understand well what you mean with MP activities. Do you mean that the MP server starts a MP session in activity mode?
Are you asking that players may take control of AI trains?

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