Train Simulator 2014 Announcement

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Re: Train Simulator 2014 Announcement

Unread postby barnez » Fri Aug 16, 2013 1:38 pm

The question that I had after reading the blog yesterday was "how much of the lua scripts will really be open to us?"

The way the blog reads they may only be opening access to triggers and such that would be applicable to scenario writing.

Quite frankly, big deal. Unless I was planning to recreate the fire at Rose Tower or something.

Opening all of the scripts to us would be very interesting however. The way the game is written, AI appears to be almost entirely controlled by lua script.

I'm curious though, what are folks wanting in regards to signals that is currently not available?

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Re: Train Simulator 2014 Announcement

Unread postby Chacal » Fri Aug 16, 2013 4:08 pm

barnez wrote:The way the game is written, AI appears to be almost entirely controlled by lua script.


I don't know where you got that information. We have no knowledge about how the game is written.
To my knowledge, LUA scripts play no part in controlling the AI, it's all core game.
The AI follows the instructions from the scenario writer and it obeys the track signals and speed limits.
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Re: Train Simulator 2014 Announcement

Unread postby barnez » Fri Aug 16, 2013 5:13 pm

Yes, I'm speculating, but I seriously doubt that AI is handled by the core exe. I'm pretty sure the core exe serves only to coordinate loading the various modules & modulate updates to the GUI.

Also, a lot of game software uses some form of scripting for AI algorithms.

As stated:
Chacal wrote:The AI follows the instructions from the scenario writer and it obeys the track signals and speed limits.


The scenario writing tools in the editor are primarily a GUI for scripting lua (RSC just gave us this info yesterday when they stated they will be releasing all the scenario tools which started the lua discussion)

The AI does nothing more than follow instructions for track speed, signal state, and find destination X - it really isn't doing any "thinking"

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Re: Train Simulator 2014 Announcement

Unread postby Chacal » Fri Aug 16, 2013 7:42 pm

barnez wrote:Y

The scenario writing tools in the editor are primarily a GUI for scripting lua (RSC just gave us this info yesterday when they stated they will be releasing all the scenario tools which started the lua discussion)


Yes, that will be true for TS 2014.
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Re: Train Simulator 2014 Announcement

Unread postby jmslakings » Sat Aug 17, 2013 2:32 am

barnez wrote: I'm curious though, what are folks wanting in regards to signals that is currently not available?

-barnez



The USA signal system in TS is a mess. For starter's I wish RSC would replace those default CTC/BNSF signals with something a little more prototypical.
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Re: Train Simulator 2014 Announcement

Unread postby barnez » Sat Aug 17, 2013 6:04 am

jmslakings wrote:The USA signal system in TS is a mess. For starter's I wish RSC would replace those default CTC/BNSF signals with something a little more prototypical.


The model or the script?

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Re: Train Simulator 2014 Announcement

Unread postby Shortliner » Sat Aug 17, 2013 8:17 am

barnez wrote:The model or the script?

-barnez


I think he means the script. Personally I'd like a signal system that allows dark territories. Not all railroad routes have signals, some of them operate by train order, radio communication, etc. etc.
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Re: Train Simulator 2014 Announcement

Unread postby eyein12 » Sat Aug 17, 2013 9:33 am

Lets look at how locos work. if anyone knows a little about compiling blueprints its easy to see what was given in the core, virtually nothing. you have to manually put in just about everything in order for the game to conclude how the engine is to operate. the resulting .xml is pretty much a built in script for the core to read. and on top of that theres two .lua files that accompany it that pretty much give the creator free range to intergrate what he wants into that loco I.e. flashing ditch lights when we thought it wasn't possible. Safe to say pretty much everything is run on scripts in this game lua or not.

So going back to AI, its pretty much a superficial function since kuju days had virtually NO AI what so ever, railworks came along and we finally had AI(primitive) with virtually no change to the core. So I have to imagine they built in scripts to basically allow the core to run AI on basic functions such as start time, what was in the consist and speed. I will bet that you can script AI to do virtually anything such as actually take a passing siding, wait at passing until player meets and leaves the main etc...and actually have signals interact with them appropriately. IF I can script turning on cab lights by pushing a button, then its more than reasonable you can pass on AI instructions into the core.

we'll just have to see if the game will listen to what we tell it!
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Re: Train Simulator 2014 Announcement

Unread postby OldProf » Sat Aug 17, 2013 9:56 am

barnez wrote:The scenario writing tools in the editor are primarily a GUI for scripting lua (RSC just gave us this info yesterday when they stated they will be releasing all the scenario tools which started the lua discussion)-barnez


Well, that's quite a large exaggeration!
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Re: Train Simulator 2014 Announcement

Unread postby barnez » Sat Aug 17, 2013 10:18 am

Old Prof wrote:Well, that's quite a large exaggeration!


how so?

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Re: Train Simulator 2014 Announcement

Unread postby jmslakings » Sat Aug 17, 2013 12:00 pm

barnez wrote:
jmslakings wrote:The USA signal system in TS is a mess. For starter's I wish RSC would replace those default CTC/BNSF signals with something a little more prototypical.


The model or the script?

-barnez



I was actually referring to both. The signals now (crossing/wayside) are the same signal's we have had since the first Rail-Simulator. I think it time for RSC to add a little polish and shine to the wayside objects. The script's need some adjusting. I don't think we need anything super complex.
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Re: Train Simulator 2014 Announcement

Unread postby Shortliner » Wed Aug 21, 2013 7:48 am

The actual scenarios are similar in style, but all scenarios created for TS2014 will be career scenarios. So, all scenarios in TS2014 and add-ons released after September will contribute to your career progression.


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

Bad move on their part. !*not-ok*! I honestly have no intention of accumulating points or achievements in RailWorks, and I do not doubt that many people feel the same way.

As you accumulate more experience points, you will progress up through the skill levels, beginning at Level 1.


This is a train simulator, not a MMORPG! I already have a MMORPG that I play, I don't need another one!

I'm sorry, but I really really wish RSC would do the following, 1) Actually listen to us. 2) Stop wasting time on gimmicks such as career scenarios, points, achievements and leveling.
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Re: Train Simulator 2014 Announcement

Unread postby buzz456 » Wed Aug 21, 2013 7:56 am

+1
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Re: Train Simulator 2014 Announcement

Unread postby OldProf » Wed Aug 21, 2013 9:13 am

Whew! What a relief! Scenarios packaged with DLC items will never again be a temptation to purchase!

This is the ultimate in dumb ideas.
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Re: Train Simulator 2014 Announcement

Unread postby ArcticCatZRT » Wed Aug 21, 2013 9:17 am

I really don't see how this is such a big deal. The only difference is that points will be associated with scenarios now, if you don't care for the points don't worry about them and just play the scenarios... !*don-know!*
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