Posts by Janine

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    1.EA.041


    Contrary to the former limited possibilities of switch and road control, this patch adds several new features:

    - Until now a shutdown trigger had to be placed. This is no longer necessary, as the track occupancy can now be checked (however, a prerequisite is the renewed "import" of the tracks in the route settings). The advantage of the occupancy-check is that the route is only unlocked when the last part of the vehicle (no matter what it is) leaves the marked tracks. But shutdown triggers are still supported.

    - Switch signals can also be permanently lit if desired, so that the state of the points is always displayed (but this only works if appropriate routes have been set up).

    - If desired, routes can also be unlocked, if an associated switch is set and hence no longer fits the route.

    - If desired, it is also possible to ensure that a route is automatically activated when the points are in the correct position and the track detection sections are used.


    - Simulation: Further preparations for the multiplayer go into the beta test :)


    Content: Diorama map and (current) traffic lights in OpenSource folder included for free editing

    1.EA.040


    This patch enables you to automatically toggle switches with senders at the vehicle and receivers in the ground, and to block the switching against other vehicles.



    The new feature package will be explained in the lexicon today - for Map Creators and for Vehicle Scripters.


    The actual gameplay can be explored on the new Diorama map.

    • The choice of direction is done with the arrow keys on the IBIS (GT6N)
    • A sensor in the ground is marked with a sign ("W") in the overhead line - if this point is crossed, the arrow on the IBIS must already have been pressed.
    • The switch is only set if another road is not already blocking the setting of the switch.
    • The use of the switch iron (G / Shift+G) DOES NOT cancel the route.
    • A route is deleted by the train with the sensor driving over another "delete" beacon at the end of the route.
    • Only then can a subsequent train set the points again electrically via a setting command on the IBIS.

    The current range of functions represents the absolute basic structure of the whole complex. More functions, specialties and so on will follow! Your information is also welcome. :)


    More patch notes:


    - Simulator: We work a lot on the multiplayer! :)


    - MapEditor: With a right click/context menu you can call the "Initialize" procedure (again) for objects with script.

    - MapEditor: Illustration of the exclusion of a roadway


    - Content - IBIS: When IBIS becomes active again after self-retaining, it sends destination, special characters and line again.

    - Content: Yufa's container has been updated, information about the content can be found in his thread

    Dear vehicle creators!


    Your assistance is required now! :) We approach fastly the release of our Multiplayer. The amount of different user vehicles per game is not limited. You can surely imagine that some low-spec PCs are forced to their knees if every single vehicle on the map is a full-detailed full-resolution object, even in the farest corner of the map.


    LOTUS brings some tweaks with the ContentTool, which are called "Visibility flags". The lexicon article will be added today (hopefully :) ). Please take your time, as soon as the article is done, to read, understand und question the article and afterwards use the VisiFlags for your mesh-done vehicles, to prevent an embarrassing first experience in the Multiplayer for some users! :)


    Feel free to ask all questions that may arise, the topic is quite difficult. The state of a "mesh-done" vehicle is the state of development where you would add the Ambient Occlusion texture, since the mesh of the vehicle is not planned to be changed further. :)


    Vehicle creators that should be affected now or soon:

    Kartoffelphantom

    livPlaysYT

    Shiba_Duenger

    SORGI

    Cedric

    Pandemist

    karadamir

    BLV-1986

    Bzmot332

    Marcel Kuhnt  :P

    and everyone else, too. ;-)


    Another important topic are textures. It has a high effect on the performance, how many textures have to be loaded. If you use textures that have a low or even no affect in an AI or Multiplayer (and NOT user-) vehicle, you should add and configure and alternative mesh with corresponding VisiFlags that uses a texture that is used in AI/multiplayer mode of the vehicle anyways (for example an interior texture) and hence save the loading time and (G)RAM of that additional and unnecessary texture. This could save some performance, as well, in case of a quite high-res texture, like it's usually used in cockpits, for example:


    In this case you could add an alternative "AI driver's desk" which (is less detailed, see above, and) uses a part of a texture that is loaded anyways, like the mentioned interior, maybe a grey part of it, for example. The saved high-res texture must not be used by any other mesh of the AI object, otherwise it will be used and the effect is wasted.


    Take your time to understand the texts - I'm going to translate the missing lexicon article later this day and afterwards we can talk about things that may have remained unclear. :)


    Good luck with the optimization and best regards

    Janine

    1.EA.039


    - Simulation: Routes are now listed ingame, as well

    - Simulation: The PIS group dropdown now correctly shows the names of the PIS group instead of the file name - the PIS group has to be saved previously after this patch

    - Simulation: PIS groups are now correctly pre-selected when you choose your map

    - Simulation: Simulation does not start until the scenery has been loaded (until the end of the loading screen)

    - Simulation: Vehicle length is now displayed during vehicle choice - only for vehicles that have been saved since April

    - Simulation: Option Terrain Resolution is now on lowest setting per default to prevent graphic issues. If you encounter problems with the graphics memory, set down this option manually. You only need high terrain resolution when you drive on a map in high mountains.

    - Simulation: Preparations for Multiplayer Betatest included :)


    - ContentTool: Re-sorting of routes possible

    - ContentTool: Script functions added for PIS:

    - function PIS_GetRouteLine(self: integer; routeindex: integer): integer;

    - function PIS_GetRouteCode(self: integer; routeindex: integer): integer;


    - MapEditor: The middle line of reference lines, subgrades, splines and tracks can be exported from the MapEditor into an x3d file (e.g. as template for complex buildings)


    - Content - GT6N - Bugfix: Grabpoles and ticket validator in the A car are now correctly animated with the A car

    - Content - GT6N: "Engine" sounds adjusted

    - Content - GT6N: Articulation now correctly lighted from inside

    - Content: Tools of Rolf updated (construction template)

    - Content: Blind people's guidance track of Rolf added

    IIRC, there has been a Hungarian (?) track package which is heavily overloaded. We do not recommend to use those tracks, since they crash the ME ( ;) ) and later the Simulator. Florian has created some tracks that are high quality and do not crash the apps. Have a look, if you want: Florians Ansammlung sammelwütiger Objektsammlungen


    There is a feature in the MapEditor which allows you to replace one track kind with another one. But I currently can not tell what's its name or where to find. Maybe someone else is able to...