Conversation
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Genius! I may not be able to properly go through this and test for a week or so (I'm on holiday from Sunday), but will get to as soon as I can :) Will do a little looking and leave a few comments as and when though. |
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A few very basic thoughts / questions (Incredibly brief skim, haven't tested this yet):
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The third one: |
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The second- Whilst I see your logic with this, it seems to me to be more 'logical' to keep all the trains in one place. Related to this, at some stage we might want to make these interact with the signalling system? Anyone else with thoughts is most welcome to have a say! |
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I think that it is necessary for another train to be able to set a train different from the player's train. |
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Basically, this technology is based on TrackFollower. When we want to add the animated object using for such as train, we are very difficult to use. So, to add the train object and use more easily, we adopt the extensions.cfg. So he said that when we want to insert to another 'train', must use AI train technology. To obey the signaling system such as ATS, need to use the positioning area check , time check and realizationing time, and more XML parameter. |
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Sure, at the moment they don't really behave like conventional trains, but I suppose the point I'm making is that it may well be a good design philosophy to deliberately assume that one day they may well become these. I've lost count of the number of things that have had to be changed or worked around because the current code structure makes assumptions based upon what classic BVE content could or could not do. In a similar development of this idea, it seems to me that we're actually quite close to making other rails driveable by the player. Something like this I think: |
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I used the rail object's RailTransformation to create tracks to other rails. I was not assuming to run the player train to other tracks at all. |
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A few minor comments from a basic test above. I haven't tried to deliberately break this yet, but will do so at some stage. Your comments are noted about the player on other tracks ideas. |
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After completing your test, will you merge this PR? |
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Absolutely. The thing is that you're changing some fundamental stuff in the train manager & AI, and I want to be as sure as I can be that it's stable & the issues have been looked at before making it public. |
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Thank you very much. First of all there is a name problem. Next is the problem of integrating TrainManager.OtherTrains into TrainManager.Trains. |
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Unfortunately, I don't have a good answer to either at the minute :) There are pros and cons to both approaches, and my opinion isn't necessarily right, it needs to be a consensus! (This was one of the main ways things went wrong originally- It was either Michelle's way or not at all, and I'd like to avoid that) |
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I see. |
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We are not a native England, please suggest good short name of "programmable moving animated object". |
NPC's? |
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Consider OBTS |
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TrackFollower? It's an extension of the existing tech after all :) |
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TFO = TrackFollowingObject or TrackFollowingOperator |
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TFWO = TrackFollowingWorldObject ? |
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Write something of candidate at here, please decide the best word by Mr.leeser3 or S520. |
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UFO = UnmannedFollowingObject or UnnaturalFellowOperator or UnwittedFriendlyOrganizism(my dog) |
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Documentation for OtherTrain is below. Please check it. |
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Thanks, looks reasonable-
Other other small point: On the name subject, how about a compromise of TrackFollowingObject? |
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For now, I corrected your first and second point. The format of the time is hh.mmss, how do I write? I'm not good at English... For the direction, I will fix to accept F and R as well as 1 & -1. Certainly the name is too long, so I agree with TrackFollowingObject. |
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By the way, when do you switch documents to Hugo? |
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I thougjt you were still working on that one- Last I looked there was still essentially no translations. Will try and deal with that this weekend maybe..... |
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Which document has not been converted? I forgot... Certainly the translation is not yet complete, but we should call for translation assistance in other languages, such as in forums. |
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@s520
Cheers :) |
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First, I need to change the name in both the program and the document. |
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I am sorry to keep you waiting. |
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Thanks! I've made some minor wording changes to the documentation, and implemented some of the tweaks I mentioned above and merged. |
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Thanks!. |
This PR is make realisation of another moving trains.
First, please look at these movies for the 'Another' trains moving.
https://twitter.com/S520_BVE/status/1100878240057503745
https://twitter.com/S520_BVE/status/1101603017500053506
https://youtu.be/VYOz-gDbjOA
If you are using these functions, the another train can run on the another RailX freedomly.
This functions is very frexiblity as showing under.
This function can do these actions showing as bellow.
We prepared a demo route that actually works.
AnotherTrainsDemoRoute.zip
The following files are necessary to operate this demo route.
To test this demo route please follow the steps below.
Next, I will explain the contents of demo routes.
single_line-waiting.csv
This route crosses the train coming from the other side at the second station.
arrive-moving-another-line_and_N-shape-switching_at_terminal.csv
In this route, the other train parformes like that:
all-passing-demo_at middle-station.csv
This route is overtaken after stopping at the second station, after which the opposite train arrived at siding, departed, departed, and traveled to the next station.
other-aoba-brightness-test.csv
This route is for the test of Track.Brightness and starts moving backward when moving with CAMERA_POI_NEXT. Also, jumping to the "parallel run" station at the station jump will allow you to run in parallel.
Finally, I will explain the extension of Track.RailStart and Track.Rail related to other tracks.
In order to reproduce the cant in other trains this time we will introduce the concept of cant to other tracks.
However, this cant affects only the other trains and does not affect the rail object.
The extended syntax is as follows.
CantInMillimeters tilts to the left if it is negative, and it tilts to the right if it is positive. It does not depend on Options.CantBehavior.
That all. Please confirm.
This post was translated by Midnight Express Ginga 81 and F81 tec200. I really appreciate it.