Even just a simple line in the code to identify when a train goes out of 'passenger service' and nuke all the passengers. Then we would not have to do depot/ECS moves with a train full of passengers, or see end of line trains still packed. Also a basic time limit to when passenger animations appear on trains prior to departure, so that you don't spawn into Euston at (for example) 2am and see the 5.30am 390 full of expectant travellers, who have arrived two and a half hours before their departure just to be on the safe side!!
Hi tom#2834 Apparently, this is not so easy for DTG, because you have been telling us since around TSW3 that you are improving the passengers. But so far, nothing has changed in terms of passenger behaviour.
As I understand it, that code's already in. It doesn't work because of the cap on how many NPCs can be in a certain station/on a certain platform.
It’s even more embarrassing when you think that TSW2: Rush Hour’s entire selling point was a better passenger systems. I think I’m correct in saying BML still doesn’t have the updated passengers.
I'm pretty sure they also said that passengers are now fixed and not present during empty movements as one of the selling points of TSW6.
Make passenger behaviour slight better??? Some people are accusing DTG of 'sitting down on the job' on this one
Not had that one before, i get the falling through platforms leaving just there heads and shoulders showing, ejecting out of trains through the roof at high speed, then my all-time fav the confused passenger who just stands there opening and closing there umbrella, even after the train there waiting for has left (it seems to be contagious too as by the end of the day there are tons of them doing the same thing) oh and i almost forgot the poor souls who can't make there mind up and get on and off the same train till the doors close
As long as I remember that was not what they said. The issue fixed was passengers not getting on the train and I do see this in effect compared to TSW5. Sometimes getting your camera far away and go back can do the trick.
What annoys me most about the passengers is they don't leave their seats, once they have plonked their arses down, they don't leave! Shame god mode hasn't got a function to chuck all the buggers off
It's more difficult than you think...otherwise you'd be doing it yourself =-) I mean how hard is surgery really? Just cut someone up, rummage around a it, sew it up... done! I see it on TV all the time. Looks super easy to do.
I think the thing that annoys me most is, empty stock not being empty, like the 101 that parks in the siding north of Lancaster, it's always full of passengers, very immersion breaking.
I think we can have some festive fun with this topic with some more screenshots of weird passenger behaviour. Not to make light of it necessarily, but to draw attention to how ridiculous it looks. The most effective campaigns are the ones with a sense of humour. So let's have more screenshots, I'll try to remember to be on the look-out myself. Perhaps DTG could also enter into the seasonal spirit and offer a voucher to the silliest submission?
Come on mate, that shouldn't be so difficult to do. Passengers already get off at stations. It's just about a trigger to make them all get off at terminal stations. That wasn't correct.
Trouble is, a lot of the trains ingame never actually visit a station at all, many sit in yards and are occasionally shunted to another siding. Full of passengers the whole way, because they spawn in loaded with them and then never have an opportunity for anyone to get off.
Are you a game developer? Do you know for a fact it's "super easy?" What are you basing your assessment on?
I don't know HOW they're programmed or why. They haven't discussed what triggers they use, or even why some "fall through the platform" etc. I suspect that like many other games, it's not just a matter of the ideal programming, but their behavior depends on how each machine is running that program. For example, I've seen the same game run on two different computers where one the NPCs are working fine, on the other they're "falling through the ground", stuttering and failing to follow their pathing or standing still depending on how the lad/fps is. (Also internet connection in multiplayer games but this is a single player game that can be played offline so that shouldn't be an issue) As I've said before, I think the testing computers are top of the line at most gaming companies so they aren't testing on the potatoes many of us run =-) It'd be a good idea to keep a few of those older models around just to see how less than perfect conditions makes a program run. I occasionally get a wayward passenger, but it's rarely the disasters people report on here. Usually they are pretty good on scripting and tend to work okay. But then again, I also don't see a lot of the blurring and stuttering except in rare "heavy usage" occasions around big cities with lots of assets on certain routes. I think a lot of it has to do on personal setups and different situations. Dense cities with lots of passengers and passing trains (with passengers modeled in them too) for example I'd imagine would be very intensive for a computer, while a rural freight run would be pretty light by comparison. It would be interesting to see how much "processing power" each passenger takes up and a full carriage of them compared to say an empty freight car.In other games there is a lot of "offloading" done where things are "de-physicalized" (or abstracted) and aren't tracked fully in game. The cars in American Truck Simulator for exampled aren't as detailed as the player vehicles, they're just empty "shells" moving around withou the physics and components to track. However, in TSW the players demanded more physicality and full fidelity. You can get out of your train walk over to another, hope in and drive it off. Full of passengers. So every bit is physical and tracked. That's a very computer-intensive way of doing things. How much does it take to "run" each NPC? Depends on the NPC. One that JUST sits there reading the newspaper...not much. One that watches the clock, looks around, and knows when to get on a train and what seat to sit in, when to get off and where to go in the station.... probably quite a bit. Multiply that by 30-40 passengers and they are ALL suddenly hopping on/off a train together (with physics and collision models so they have to walk around the others) then it probably adds up quite a bit of complexity. So no I don't think it's "super easy" to get that to work. On both the NPCs themselves and the station/train triggers that they interact with.
Hey, you want the highly lucrative career in game design. You gotta pay for the equipment and schooling to make that dream a reality! lol
I won't say because Rockstar Games do it no problem in GTA they can do it fingers in the nose (one has to compare apples to apples), but I see it as if they've done the hardest part, and what remains is more of a detail in comparison. Don't be so silly : pay him his top-notch PC. Then hire him and raise the level. It will be the fundation of OTG ("Operating Tail Games")...
See, don't say that. Someone can ALWAYS manage worse than any given example. I just refunded Clair Obscur after almost 2 hours of testing in the tutorial area, and the best part of an afternoon on pcgamingwiki, nexus mods, and bashing together a custom engine.ini, trying to fix the game's combat having worse stutter than any timetable run in TSW6. In the end I gave up. I was getting consistently better than 100fps in open exploration, but the cutscenes kept experiencing atrocious dips below 20, something I last saw in Crysis 2's infamous PS3 port, and the combat stuttered so badly that it was impossible to time parries or dodges because attackers would randomly freeze mid-animation for like 500ms.
I mean in terms of programming for passengers on trains it's pretty straightforward... - The editor just needs an option to define whether a train should load with or without passengers (IIRC this option has existed in TSC for over a decade) - For the in-game logic it's a couple of lines to add to the door opening logic. Is this service scheduled to stop at another station? No? Then disembark all passengers and don't allow any to board. JB