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Hi Sniper,As promised, I made some changes to RR to check the .sd files and now to include the Forests for missing textures.Report I got was as follows:-portogden6\Textures\SpringSnow\Firtree1.ace is missing portogden6\Textures\ponarrows.ace is missing portogden6\Textures\ponsign4.ace is missing portogden6\Textures\Reedweed1.ace is missing portogden6\Textures\Reedweed2.ace is missing portogden6\Textures\Reedweed3.ace is missing portogden6\Textures\Reedweed4.ace is missing portogden6\Textures\Reedweed5.ace is missing portogden6\Textures\rocktunl.ace is missingI do not know where it found these things, assume they are from some of your weed-testing?I have not done any terrtex checking yet. Just a few things to be going on with.
Hee-hee, yup, some of them are. I probably left the .s and .sd in there and just deleted the ace files.Taking them from the top, Firtree1.ace should be in all of them, near the bottom of installme.bat I added:call copy .\Textures\Firtree1.ace .\Textures\Spring\Firtree1.ace call copy .\Textures\Firtree1.ace .\Textures\Autumn\Firtree1.ace call copy .\Textures\Firtree1.ace .\Textures\Winter\Firtree1.ace call copy .\Textures\Firtree1.ace .\Textures\Autumnsnow\Firtree1.ace call copy .\Textures\\Firtree1.ace .\Textures\snow\Firtree1.ace call copy .\TexturesFirtree1.ace .\Textures\Springsnow\Firtree1.ace call copy .\Textures\Firtree1.ace .\Textures\Wintersnow\Firtree1.ace Oops. Well, looking at that, guess what I did there! Gotta\remember\them\backslashes\,it\screws\everything\up\when\you\leave\one\out.ponarrows, experimental. ponsign4, not finished yet. The rest were all abandoned experimental ideas, gonna have to hunt down and delete all them .s and .sd files. Gonna fix that batch file right now, funny thing is the double slash in the line to copy to \Snow made that not work either, but since ESD 252 is supposed to be in the seasonal snow folders but not the main one, I dunno why I put that in there anyway. unless I made an individual object for that firtree with ESD1, hmmm, maybe I better look at that too!Thanks for the heads up, guess it's a good thing I sent out a beta!
>Thanks for the heads up, guess it's a good thing I sent out a beta! Actually its a good thing for me as well, as I discovered that RR was actually finding those missing .aces in the version you have, but I had wrongly assigned a variable, so they were not being printed out Martyn, that green signal in the middle of the track at the end of the line means it is OK to go ahead if you can get past me
Jim,Feel a little guilty trying to run over this signal. Think the trees down the track might attack. Thought I was with JRRT for a moment!Martyn T. Griffin griffinmt@mindspring.com
Hee-hee, well, the PO&N management is only responsible for Maintenance-of-way and scenery on the PO&N route. If you stray onto the AI traffic route trackage you're on your own! If you're gonna explore route on the wrong tracks, try the AI tracks where they cutoff in either Armstrong or Hawthorne Melody to circle around behind Newcastle, I didn't even bother with tunnel entrances on that route!
I added some passenger AI traffic of my own yesterday, running on 1/2 hour schedules from that same little siding yours terminate at just east of Seventy Seven.I built a path that covered as much track as possible, stopping at each station along the way. But I was just about done when I realized I was going back onto the same route I had already used, so I just stopped at that point.Was interested to note that, after playback at about 64x, there were trains all over the place, most were moving a little bit, waiting for another train a little bit, then moving on. This all started at about 7:30 am. but by 1:30 pm every train was finally waiting due to congestion at VDH. I have never been able to get that much going and have it run continuously for so long on any other route. Martyn T. Griffin griffinmt@mindspring.com
Every half hour is kinda dull, have to wait a long time. Forgot to mention there's a tutorial on PO&N6 traffic; http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yesThe key is the AI trains start at either Spawn 1 (Chippewa Falls) Eastbound or Spawn 2 (between 77 and Tinkers) Westbound, and after placing the start point you trace along the entire path selecting "Take Other Exit" at every single facing point (single track to double track) switch that you come to. I'm not sure it's 100% neccessary, but I also place an end point just short of the very end of the track in the destination spawning track to make sure it stops and dissapears, and don't hold up the one behind it. I've only been able to get it to actually work in one direction at a time, trying to get them to meet each other and pass each other turned out to be too much for me. That's why I took out all the passing sidings on the AI route, maybe after I get all this other stuff sorted out I'll put some back in and try again.Once you have one train set up correctly with "take other exit" at every automatic switch, you can eliminate the tedium of doing it again by selecting "use as template" to clone the paths and services, and select a different consist. So it's really only neccessary to create two paths, one in each direction, make absolutely sure both paths are following the AI route and not sneaking thru one of the player route sections, then "use as template" to clone as many paths as you want.I still don't understand all the ins and outs, one thing you will notice is that the "computing simulation state" bar takes longer when first loading if the player start time is more that 1/2 hour after the first AI start time. It's neccessary sometimes tho, not much point in having AI traffic if the player don't see it, so the first AI train should be near or past the player start point at the moment the player spawns to start the activity. I have had problems with the player starting too late, if it's more than 2 hours after the first AI train spawn, the AI train would finish it's run and be at the end point and removed from the board before the player spawns, and it seems to have a problem with that.I also do "use as template" to clone the paths themselves instead of just having the different AI services use the same path. You'd think they'd be able to do that, and sometimes they do, but mostly the 1st or 2nd duplicate running the same path will stop and not move until the one ahead finishes it's path. I guess HAL don't like activating the same path more than one at a time.
Bah.. you and your computer killing route, sniper. I'd be more then happy to beta test, But I can't because as it stands right now, I have a major Wattage shortage in my 'puter , and I need to get something stronger built ASAP, maybe in 3 or 4 weeks, if you still need beta testers, i'll give it a goBTW: do you think a P4 2.4GHz 512MB DDR ram, GeForce 4 4600ti is enough to make PO&N scream? Coming Soon: 2.4GHz, 512MB DDR Ram, GeForce4 4600ti, Al projects stoped until I get that system Built (3~4 weeks most)