Train Simulator 2014 Announcement

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Re: Train Simulator 2014 Announcement

Unread postby jpetersjr » Thu Aug 15, 2013 2:41 pm

I hope that in this version we could move the camera to virtually anywhere in the cab just by moving around the mouse. This would also fix those engines that had the busted cab like the China QJ.

I would love to be able to move the camera around just with a touch of the mouse.
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Re: Train Simulator 2014 Announcement

Unread postby fecrails » Thu Aug 15, 2013 2:52 pm

The big question about the LUA compiler included with TS2014 is if the script files it will open, edit and compile be limited to scenario scripts. !!det!!
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Re: Train Simulator 2014 Announcement

Unread postby Shortliner » Thu Aug 15, 2013 3:14 pm

5292nate wrote:Oohh. I'm liking the looks of this! http://www.engine-driver.com/2013/08/new-scenario-creation-tools-come-to.html !*brav*!


I wonder if LUA scripting will allow us to write scenarios for single track lines, dark territories and give us the ability to create a more realistic yard operation.
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Re: Train Simulator 2014 Announcement

Unread postby artimrj » Thu Aug 15, 2013 3:39 pm

Shortliner wrote:
5292nate wrote:Oohh. I'm liking the looks of this! http://www.engine-driver.com/2013/08/new-scenario-creation-tools-come-to.html !*brav*!


I wonder if LUA scripting will allow us to write scenarios for single track lines, dark territories and give us the ability to create a more realistic yard operation.


I'd guess it will matter on how good you are with LUA programming.
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Re: Train Simulator 2014 Announcement

Unread postby Shortliner » Thu Aug 15, 2013 4:15 pm

artimrj wrote:I'd guess it will matter on how good you are with LUA programming.


Well, time to learn how to write LUA scripts!

Now this is something I could actually get excited about! :D
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Re: Train Simulator 2014 Announcement

Unread postby artimrj » Thu Aug 15, 2013 4:34 pm

A lot of things use LUA so there is tons of info on the web about it. I am looking forward to this myself. Add more spice to a scenario.
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Re: Train Simulator 2014 Announcement

Unread postby eyein12 » Thu Aug 15, 2013 4:48 pm

I dont know about you guys but these new scenario writing tools are something to get excited about. that lua feature opens the door to scripting AI services, signalling in scenario mode and other endless things. I can see this being really useful, even tho im still learning the scripting language.

I must say tho that they are gonna have a slow down period of a month or two because GTA 5 is coming out and I most certainly will be on that for a little lol!

any way this is really great news. def somethign to get amped about.

good work RSC.

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Re: Train Simulator 2014 Announcement

Unread postby pschlik » Thu Aug 15, 2013 4:57 pm

Looks like I'll end up learning some Lua for scenarios, sounds really useful to make scenarios more dynamic and fun or challenging. I'm glad these fancy scenario features are actually being given to players, finally. It'll be cool to see what some people come up with when this all gets released. !*drool*!
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Re: Train Simulator 2014 Announcement

Unread postby ozinoz » Fri Aug 16, 2013 12:49 am

Can somebody possibly explain the positives of this announcement as you would to a 5 year old !**duh*!! I am struggling to see anything other than a massive headache when people start messing with coding and miss an all important . and the whole thing grinds to a halt. Also struggling to see the upside of now imbedding video or audio pop-ups in scenerios. To me it is just another shiny distraction and will only add to users frustrations when a) they cant get it to do as they would like and b) instead of 5-10k scenerio files for download or sharing, there will now be massive multi meg files that will need to be uploaded and then downloaded.

Still no mention of having fixed the turntable / transfer table issue that would certainly go a long way to making more immerse scenerios.

Maybe I am just having one of those days...which seem to be becoming more and more frequent. !DUH!

!*cheers*!
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Re: Train Simulator 2014 Announcement

Unread postby Chacal » Fri Aug 16, 2013 12:50 am

I'm pleasantly surprised by this announcement.
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Re: Train Simulator 2014 Announcement

Unread postby Shortliner » Fri Aug 16, 2013 6:43 am

ozinoz wrote:Can somebody possibly explain the positives of this announcement as you would to a 5 year old !**duh*!! I am struggling to see anything other than a massive headache when people start messing with coding and miss an all important . and the whole thing grinds to a halt. Also struggling to see the upside of now imbedding video or audio pop-ups in scenerios. To me it is just another shiny distraction and will only add to users frustrations when a) they cant get it to do as they would like and b) instead of 5-10k scenerio files for download or sharing, there will now be massive multi meg files that will need to be uploaded and then downloaded.

Still no mention of having fixed the turntable / transfer table issue that would certainly go a long way to making more immerse scenerios.

Maybe I am just having one of those days...which seem to be becoming more and more frequent. !DUH!

!*cheers*!


You know, I wouldn't mind hearing this as well. Right now I'm just working off of the assumption that LUA scripting will allow me to model more realistic AI movements and to model dark territories. I could be wrong though.
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Re: Train Simulator 2014 Announcement

Unread postby eyein12 » Fri Aug 16, 2013 7:38 am

Indeed @shortliner, I will certainly hope that someone figures out the code for AI movements and shares the process. I have to imagine that you can script AI movements, the game has AI capabilities so to engineer it should be feaseable. Its a smart way to get around the core AI scripting issues, so they dont have to re-engineer the core game.

I know its going to have ot be a wait and see approach, but honestly this has big-time potential that is slipping under the radar.


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Re: Train Simulator 2014 Announcement

Unread postby pschlik » Fri Aug 16, 2013 8:26 am

eyein12 wrote:Indeed @shortliner, I will certainly hope that someone figures out the code for AI movements and shares the process. I have to imagine that you can script AI movements, the game has AI capabilities so to engineer it should be feaseable. Its a smart way to get around the core AI scripting issues, so they dont have to re-engineer the core game.

I know its going to have ot be a wait and see approach, but honestly this has big-time potential that is slipping under the radar.


Ian

Hopefully so, because RSC sure doesn't seem to want to redo the core at the moment. I'd sure go to the extra effort of making AI work better for the sake of making some of my scenarios actually playable to everyone.
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Re: Train Simulator 2014 Announcement

Unread postby OldProf » Fri Aug 16, 2013 11:20 am

Just in case anyone wants to actually read RSC's Engine-Driver blog post about opening up LUA scripting to us dangerous amateurs before pontificating and SWAG-ing about it, I'll reinsert the appropriate URL here:

http://www.engine-driver.com/2013/08/ne ... .html#more

I'm pretty sure that very few posters have read the blog entry, since no one has yet mentioned that it also promises tutorials for using LUA as it can be applied in TS2014 (not as it can be used in other applications, which would be pretty pointless). Another indication of failure to read the assignment is that the blog post does not contain one word regarding signal or AI control, the major topics of speculation contained in this thread. What the blog entry does discuss is being able to use LUA to create "special effects" such as those featured in some of the scenarios packaged with the Horseshoe Curve route, some tutorials, and the ever fabulous Trains vs. Zombies scenarios (can't find a smiley for sarcasm).
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Re: Train Simulator 2014 Announcement

Unread postby Shortliner » Fri Aug 16, 2013 11:31 am

Old Prof wrote:Just in case anyone wants to actually read RSC's Engine-Driver blog post about opening up LUA scripting to us dangerous amateurs before pontificating and SWAG-ing about it, I'll reinsert the appropriate URL here:

http://www.engine-driver.com/2013/08/ne ... .html#more

I'm pretty sure that very few posters have read the blog entry, since no one has yet mentioned that it also promises tutorials for using LUA as it can be applied in TS2014 (not as it can be used in other applications, which would be pretty pointless). Another indication of failure to read the assignment is that the blog post does not contain one word regarding signal or AI control, the major topics of speculation contained in this thread. What the blog entry does discuss is being able to use LUA to create "special effects" such as those featured in some of the scenarios packaged with the Horseshoe Curve route, some tutorials, and the ever fabulous Trains vs. Zombies scenarios (can't find a smiley for sarcasm).


and....there goes my excitement.
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