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Thread: What to expect (and not to expect) of OR Multiplayer Phase 1

  1. #21
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    I am now in the airport, using its wireless, my testing speed was ranged from 5k per second to 180k per second, please see the following picture. Both are running on my computer, and both are looking at the same train, but the server is 500 miles away. You can notice that the location synchronized quite well (the distance reported), and the right-bottom shows the current connection speed.

    OR7.jpg

  2. #22
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    Nov 1999
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    Torino, Italy.
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    Somewhere there is some concern about client players not behaving correctly and disturbing the other players. Can the server owner "throw out" clients not behaving correctly?

  3. #23

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    I could see that being a handy feature to implement. Or the dispatcher could just line em into the siding and forget about them and run trains by them until they get the idea! Which brings another question could he line the switch to let himself out or run through the switch and end up on the ground? I'm definitely looking forward to trying out multiplayer sessions. I could see clubs, groups virtual railroads with their own set of operating practices being formed just for this purpose. Sounds like alot of fun.

    Quote Originally Posted by csantucci View Post
    Somewhere there is some concern about client players not behaving correctly and disturbing the other players. Can the server owner "throw out" clients not behaving correctly?

  4. #24
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    The dispatcher window is now available in the single player mode. We also added a feature so that you can click a switch in this window, and change it.

  5. #25

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    Looking forward to testing the next beta, nothing much of interest going on elsewhere !

    Take care, O t t o.

  6. #26

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    Quote Originally Posted by jjtang View Post
    The dispatcher window is now available in the single player mode. We also added a feature so that you can click a switch in this window, and change it.
    Thanks so much,I'm sure it will be a nice asset to OR and all of us OR fans!

  7. #27

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    Quote Originally Posted by jjtang View Post
    The dispatcher window is now available in the single player mode. We also added a feature so that you can click a switch in this window, and change it.
    Now that's responsiveness! Thanks, guys. Running activities on a four track crossover into a terminal or an ore dock has been interesting at best unless I'm going 5 mph......
    Packerland Route Team is always hiring... No experience necessary!!

  8. #28
    Join Date
    Oct 2009
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    United Kingdom
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    Quote Originally Posted by eolesen View Post
    Now that's responsiveness! Thanks, guys. Running activities on a four track crossover into a terminal or an ore dock has been interesting at best unless I'm going 5 mph......
    Don't forget that Alt+click works in the normal 3D view too.
    James Ross
    Open Rails 3D & Environment Lead Developer

  9. #29

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    Quote Originally Posted by twpol View Post
    Don't forget that Alt+click works in the normal 3D view too.
    Yeah, but still a little tricky with double slips...
    Packerland Route Team is always hiring... No experience necessary!!

  10. #30

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    Very impressive! I really like this setup but I have a couple of questions.

    1. Will you implant remote server capability, or do I need to be in-game while the server runs?

    2. Can't you make one player (the server or administrator) control the server switches remotely, like traffic control? A sort of "back end" at the server which enables this person to fly through the route like in the Route Editor and switch switches in a different client form. Of course, in the dispatcher view (which will be more extended for a traffic controller), a chatbox can be installed where people can request to change paths. This will really make you experience the real deal. You have to contact the traffic controller to switch the switches for you so you can drive the way you desire. This traffic controller can also give priority to trains, like making them enter a station first instead of that cargo train.

    3. You already said that AI can drive on the servers and that you *maybe* can switch trains. Maybe it's a idea to give this traffic controller a ability to create activities just as in the Activity Editor and add those to the server. If one chooses the server (Think about choosing a route in MSTS) he / she can choose a activity that is created by the server host and drive this service. After the client is done, the player can either free-roam or request another activity to the traffic controller which will create one live for the player. This could lead to some very interesting results, if done well.

    4. In addition to point 3: Make the server able to create activities and assign these to the AI. When a player joins, the player can choose to take over the current AI train and continue the activity.

    I hope I don't sound very demanding... I adore the work you guys do and I hope the beta comes out soon. This is just as I imagine the multiplayer to be.

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