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I think the Antichrist has taken over my computer and I

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Charter Member · 93 posts

I have been trying to develop an activity on the "Manuel Marias" and I have been adding things and playing to see how they playout. Then I go back and edit to improve but the "Activity Editor" does not seem to be saving my work. I can "save" or "save as" with same name or different name and under the original name the changes won't take effect and an activity of the new name won't show up in the activity files folder. Also when I open the activity in the "Activity Editor" it comes up with blank boxes in the "Player Service" and "Traffic Pattern" areas. I can drop down the list and find my "Player Service" and "Traffic Pattern" that I originally created and, in fact the first AI that I created does work in the game when played but a trip back to the "Activity Editor" and I get the blank boxes and I can't even change the amount of coal and water for my engine!! Although I have a long driver path: Shelby to Kalispel and back to Shelby I have not placed any loose consists yet and the trains are short (driver K36+1886 baggage+one 1886coach, AI K36+1886 baggage+3 1886 coach) and the AI paths are short (the one I have seen work comes from just outside of Shellby and another that doesn't seem to be working originates in a dead end siding in Cutbank). Do I need to delete and backfill my editor from my backup??
WIN XP Pro
AMD Athlon XP 2700+
Asus A7N8X Deluxe
1gig ram

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RE: I think the Antichrist has taken over my computer a, henry3, May-28-03, 12:22 PM, (1) RE: I think the Antichrist has taken over my computer a, CWA13000, May-28-03, 05:07 PM, (2) RE: I think the Antichrist has taken over my computer a, sniper297, May-29-03, 00:26 AM, (3) RE: I think the Antichrist has taken over my computer a, CWA13000, May-29-03, 11:19 PM, (4) RE: I think the Antichrist has taken over my computer a, CWA13000, May-30-03, 09:43 PM, (5) Coconut god beats the Antichrist!!!, sniper297, May-31-03, 03:45 AM, (6) RE: Coconut god beats the Antichrist!!!, CWA13000, May-31-03, 08:29 AM, (7) RE: Coconut god beats the Antichrist!!!, sniper297, May-31-03, 11:27 AM, (8) RE: Coconut god beats the Antichrist!!!, CWA13000, May-31-03, 12:22 PM, (9)

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Charter Member · 1465 posts

RE: I think the Antichrist has taken over my computer a

I'm not sure if this will help, but go into Windows Explorer and take a look at the "Properties" for the activity file. Make sure that the file is not setup as "read only".If that doesn't work, then maybe someone else might see this and come along with an idea.Henry

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Charter Member · 93 posts

RE: I think the Antichrist has taken over my computer a

Thanks! I'll check that right now. Looks like you are the only one that wants to help on this one. On another post someone mentioned having problems if one doesn't "save the activity right" and I wondered how much more complicated is it other than saving after any changes in fear of the editor crashing or locking up as it does often??

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Charter Member · 4540 posts

RE: I think the Antichrist has taken over my computer a

One problem you may be looking at, you said "Manual Marias", which could mean a lot of things. There's a Marias Pass 3.1 in the file library, but if it's still there another "Manual Marias" was made long before that with all the switches changed to manual. Back then nobody had any idea how to clone a route, so the original Manual Marias was intended as a replacement for the default USA2. I don't remember the instructions for the current Marias 3.1, but for 2.0 and 3.0 it seems to me you needed to make a copy of the USA2 folder, paste the contents of the download into it, and then rename some files.What does all that have to do with the activity editor? Stand back, I'm gonna shout this in all caps, cuz it's important;THE ACTIVITY EDITOR DOES NOT PAY ANY ATTENTION TO FOLDER NAMES!!!!When you save an activity, if you have a \Marias folder and a \USA2 folder installed in the \Routes folder, the activity/service/path/traffic editors do not look at the folder names, they're looking in any folder for a .trk file that has the route ID in it, and if you have two of the same in different folders (or even in the same folder if you forgot to delete one of the .trk files as per the Marias 3.0 instructions), it will save into the first Routes\WhatEver\Activities folder it comes to that has a matching RouteName.trk file.The only thing that actually pays attention to the folder names is TSunpack, which expects the same folder name it was packaged from. So what you need to do is find out where you have duplicate RouteName.trk files, most likely something like \USA2\usa2.trk and \Marias\usa2.trk, and then one of them has to go, or be cloned for a different name.http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=4035&forum=DCForumID6&archive=yes

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Charter Member · 93 posts

RE: I think the Antichrist has taken over my computer a

Thanks! I just got done making a little activity for the Hoodoo so I know the Editor is still working although I still have not tested all of it. I was beginning to wonder if it was a problem with making it a .asv instead of a .act but I think that is not the case. It is late now and I'll have to study your theory when I can think streight. (or as close as I can get!).
Glad to see you are enjoying your Raildriver. Mine is working great ever since I bought a massive heat sink for my Athlon 2700+ and brought the over heating problem under control. Since then I am using it with steam. It hunts for the proper notches but from the other posts about it, it looks like that could be tightened up a little more. Enjoy!!

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Charter Member · 93 posts

RE: I think the Antichrist has taken over my computer a

Sniper! You have done it again! I printed out that toutorial post you refered to and looked at my files and it was as you said. Manuel Marias looked like it had all the files mentioned to be changed as duplicates of the USA2. I made all the changes and also the reference to the route in the activity file I was having a problem with and so far I can call up the activity in the editor and I see things I was missing before ie. no blank boxes in the Player Service and AI Traffic areas. I think its going to work! I have been looking for other routes that are created like PO&N so I can do openended activities. I'm trying Hoodoo Pass and it is not totally cool and I guess stupid me won't know about Manuel Marais till I can get some activities going and explore it. By the way, I know it sounds stupid and redundent to ask but, how can one drive in "explore" on a route with auto switches and go anywhere you want but then make a open ended activity on the same route and you cannot operate the auto switches? Or, is there a way to unlock this feature found in "explore" for other activities?? After all, I seem to recall Q&A about " ok I built a route and now I want to make an "explore" activity like the big boys!" But, I suspect that there is some other lock mechanism that prevents placing loose consists in and "explore" activity and that would ruin everything also otherwise us open ended kind of guys could just make every activity an "explore" activity. The point is that I just cannot fathom the idea that non-manuel switches are suddenly manuel in "explore".
Thanks again!

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Charter Member · 4540 posts

Coconut god beats the Antichrist!!!

Demon excorsized, That'll teach him to *&^%$#! with me!
I think the Antichrist has taken over my computer and I – image 1Seriously, how do you think we "pioneers" found out this stuff? Same way you just did, the hard way!As far as activities and explore route, I found all that out the same way, trial and error. 10% trail and 90% error, with a lot of head scratching trying to figure out what was going on and why the AI behavior was so unpredictable.And that's the reason the program is coded the way it is, AI trains WILL run on a route with no signals and only manual switches, my son makes activities with AI trains on PO&N4 all the time, and there's not one signal or automatic switch on the whole route, that was all added in version 5. Of course my son is a 13 year old autistic, and his activities are all designed for Thomas and friends to deliberately crash into each other at high speed, so predictable control of the AI traffic is not a real high priority for him.If your goal is to NOT play chicken with them Kamikaze AI engineers, then you need some way to control what the AI train does in the activity, and so unchangeable switches and absolute signals are a must. The AI dispatcher (HAL9000) WILL set a manual switch for an AI train's path, but once he sets it he forgets it, and if the player comes along and changes that switch in between the time it's set and the AI train arrives, the AI train will stop dead and never move again if it's a trailing point switch, or veer off the path if it's a facing point switch, second star on the right and straight on til morning to never-never land.So you actually think of it this way, there's no AI traffic in explore mode, therefore no reason to lock the player out of changing switches since he can't trash the traffic pattern since there is none, so automatic switches have that restriction removed in explore mode.My first solution was to do without AI traffic, so the entire route was set up with no signals and only manual switches, then I could do freestyle activities with loose consists everywhere and go anywhere I wanted. Once I had that, I kept trying to incorporate AI traffic, and the solution there was two different routes on the same route, one for AI traffic and one for the player. At first that was just a parallel track, the AI train ran alongside the player train but they never crossed or shared trackage anywhere. Eventually I noticed that the player could run thru any automatic switch on the straight track, since auto switches default to straight unless there's an active path thru the curve, so the merge/diverge with the AI train always "take other exit" and going thru the curve to enter and leave the shared single track sections. Signals then become another nightmare, the player can't go thru absolutes without a defined path, and the AI trains won't stop for permissives. Took almost a year of fiddling around to figure all that out, and since the AI train has to take priority how do you let the player know the switch is about to change in his face?!http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=1572&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=1740&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2386&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2444&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2595&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=2670&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3073&forum=DCForumID6&archive=yes http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yes That's the whole history, you want to wade thru all of that!

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Charter Member · 93 posts

RE: Coconut god beats the Antichrist!!!

"That's the whole history, you want to wade thru all of that!" No pain, no gain so I guess I will. I'm just lucky that you are willing to give me a jump-start in the right direction. I've been dabbling with AI on PO&N for only about ? 4-6 months. I started by hacking your AI. I figured that if I could hack-out the defaults with the stuff that I like for the player and loose consists, that if I had a small train that would'nt stall out on the hills I could not go wrong. I think since the AI in open ended activities seems to have the right of way most of the time that a passenger train would even look more prototypical so I use 3or 4 passenger cars from the PO&N Pioneer Trainset that way I can move freight all day long, day after day while the little passenger trains just zip by. It's really cool when you are in the Anderson yard and one is passing on each side of you going in opposite directions.
Thanks have a nice day!

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Charter Member · 4540 posts

RE: Coconut god beats the Antichrist!!!

LAST EDITED ON May-31-03 AT 11:29 AM (EDT)

Well, actually you could just look at this one;http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yesThat was the final result and summarized all the facts and theories to date, without all the idiotic "I set up the signals THISAWAY and it worked perfectly in explore route!" misinformation. Don't forget to look at this too:http://www.train-sim.com/dcforum/DCForumID7/1676.htmlI uploaded an activity update for PO&N6 last night that uses that new formula for speed control, more AI meets with less waiting at red signals. Along with a couple other enhancements it also incorporates the new invisocar sound effects, so you can hear the AI trains honking before you see them."the AI in open ended activities seems to have the right of way most of the time", actually they have the right of way all the time, the only exception being if the player is already occupying the block, then they get a red and have to stop until he clears. That was my solution to the "AI train always waits for the player to pass even if he's 50 miles away" problem, here's a more recent solution for traditional routes and activities:http://www.railpage.org.au/steam4me/trainsim/tutorials/AI_otake.html
"It's really cool when you are in the Anderson yard and one is passing on each side of you going in opposite directions."My favorite when the traffic timing is just right is meeting one AI train at Johnsburg wye as another goes overhead on the bridge. Don't get that often enough (oughtta use my own speed control formula and see if I can get the AI trains to always arrive simultaneously), but the Anderson area works pretty good.I think the Antichrist has taken over my computer and I – image 2

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Charter Member · 93 posts

RE: Coconut god beats the Antichrist!!!

Those PO&N steamers look good. I believe that I downloaded them already but have not installed in game. I have been soooo thrilled with Fozzies K36's since I got them that I use them everywhere, even though they are not PO&N livery. Sometimes I explain them away as Railfan Excursion Trains in my "Activity Brief". You probably won't tell me wether the PO&N steamers preform better or not and I agree: ya just gotta try em, and I will. I hate to say that there is something I don't like about the K36 but I have kind of a wish list idea that the tender should be like, is it the TA ese that has the coal load that diminishes as the HUD percent of coal goes down. Since I have a tendency to drive continuously day in day out, I put a lot of coal back in them tenders before I restart an activity. You know how an activity can be almost endless, especially when one tries to keep the Comp. upgraded to PO&N specs ( there is an infinate spec if there ever was one!) By the way, did I miss any posts on whats new for PO&N7 or aren't you telling?Win XP Pro
Athlon 2700+
Asus A7N8X Deluxe
2 512meg Corsair PC 3500 ram
ATI Radeon 9700 Pro
Western Digital 80gig/8meg Cache 7200 rpmP.S. don't nobody jack me about the ram: Think Future Upgrade!

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