Tsw 4 Editor - Important Dev Questions

Discussion in 'PC Editor Discussion' started by dxltagxmma, Aug 23, 2023.

?
  1. Yes

    42.0%
  2. Kinda

    20.1%
  3. No

    15.7%
  4. Maybe/I don't know

    18.2%
  5. Completely different expectations/do not care

    4.1%
  1. jackthom

    jackthom Active Member

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    I’d like to know if the editor will simply be available to be downloaded directly from Steam or will we need to find it on the Epic Games Launcher alongside the existing Unreal Editor versions.
     
  2. ice#6850

    ice#6850 Active Member

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    Epic only
     
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  3. greggryan2

    greggryan2 Active Member

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    Yes what a big sigh of relief I have to say can't wait to get started on my scenario for ECML. Going to be very interesting getting use to TSW tools . My UE knowledge will go to some good use
     
  4. greggryan2

    greggryan2 Active Member

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    Download through epic only for the editor
     
  5. YorksAndy

    YorksAndy Member

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    Is there a ‘dummies’ guide for downloading and setting up the installation.
    Is there also going to be a guide on how to set up your first service in the editor.
     
  6. josh_the_tech

    josh_the_tech Active Member

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    DTG have said they plan to do some "masterclass" streams and videos. There isn't any plans from DTG for any official detailed documentation, but if you pop into the FAQ post in this sub-forum there is a link to their Knowledge Base, which may end up containing other KBs in the future we shall see.

    However, I wouldn't be surprised if as the community begins to learn more, posts, tutorials and community created documentation end up being built and shared.

    It's really important everyone sets their expectations. You won't be whipping up a detailed scenario tonight, or even maybe by the end of the week. The next few weeks/months will be time for us all to get used to the tools, the Unreal Engine. The best way to set your own expectations is to spend this time, in regards to scenarios, creating scenarios that fulfil certain criteria, purely for learning.

    For example, I have written a list of things I'd like to get into my scenario pack I plan to make for Great Western Express. I'll make individual little scenarios that have no real gameplay elements to them, but so I can see how things like "walk to" objectives work, how to set up the loco, how voice over and subtitles work etc. etc.

    I'm thinking of the best way to document my findings and learnings too, so it can be shared with everyone.

    To summarise, DTG plan to provide some streams/videos. Community will be main contributor to documentation. First few weeks/months will be to learn tools. Finally, just give it a go, dive deep and see what happens, we're all in this together! :)
     
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  7. greggryan2

    greggryan2 Active Member

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    Is the detailed scenario thing a limitation or is it because the users may not know how to create a detailed scenario. Just wondering that's all.
     
  8. greggryan2

    greggryan2 Active Member

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    Could there be a guide as well on how someone packs their content for game as that's currently a big topic.

    How someone makes a basic scenario on an already existing route in their own plugin.
     
    Last edited: Sep 26, 2023
  9. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Not a limitation, there are no known limitations, the problem is understanding, lack of documentation and experience etc etc.

    Matt.
     
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  10. greggryan2

    greggryan2 Active Member

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    Arr right okay that is reassuring. Thought for a second then for the ones who know abit might be slightly held back due to limitations with scenarios like
     
  11. josh_the_tech

    josh_the_tech Active Member

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    Echo this point. It's about understanding and learning. I've spent a bit of time last year using the unofficial editor and started working on a scenario. However, because the ScenarioManager and Objective Class Blueprints are cooked (meaning not source files and easily accessible), I don't know how to do things like the extra objectives I refer to. However, as soon as I get the PC Editor later today, I'll be able to have a go at them. I've been re-watching a couple of streams where stuff is shown on screen, as well as spending time learning more about Blueprints as a whole.

    This is a nice example, which makes more sense when spending time learning UE4 and Blueprints.



    In short though, we just need to experiment and wait for the videos/streams for more detailed tutorials or instructions on DTG Best Practice.
     
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  12. greggryan2

    greggryan2 Active Member

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    Yes I loved that stream. Just was a shame the full extend of the sm BP wasn't show as I think there was some stuff they did on begin play but didn't briefly how it so. Still good stream though
     
  13. DTG Matt

    DTG Matt Executive Producer Staff Member

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    One of our Gameplay team (Rob Powell) is looking to stream some gameplay creation on his twitch stream soon, so keep an eye out for that.
     
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  14. greggryan2

    greggryan2 Active Member

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    Oooo is there a link to his twitch so I can set a reminder thing to watch. That will be really interesting for me at least.
     
  15. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Here it is - note this will be Rob on his personal stream, so be nice, he's a fantastic guy and a stalwart of TS Classic as well as joining the team in TSW, knows his stuff.

    http://twitch.tv/ktl_robpowell

    Please don't badger him for official type things, he can't answer them, but ask him anything you like about the editor related to gameplay, he knows that stuff very well :)

    Matt.
     
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  16. josh_the_tech

    josh_the_tech Active Member

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    Excited!

    [​IMG]
     
  17. GingerPitti

    GingerPitti Member

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    Where will the documentation be available? Is there going to be a wiki?
     
  18. greggryan2

    greggryan2 Active Member

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    Unreal engine have loads of resources on their website and videos.

    For TSW specific stuff, they've said above what there gonna do I think.
     
  19. OldVern

    OldVern Well-Known Member

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    On a related note to the second post above, do we have a time yet for the editors "going live" on Epic?
     
  20. josh_the_tech

    josh_the_tech Active Member

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    I expect when the game on PC goes live. From (not on) 1700 UTC
     
  21. KTL_Rob Powell

    KTL_Rob Powell Well-Known Member

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    As Matt has said I intend to work through the editor from a Gameplay standpoint. Hopefully tomorrow evening (*IF* I'm not delayed getting home from the office by the weather tomorrow!)

    The plan is to start simple with getting the workspace set up, then getting a player formation and a few AI working with each other. Further streams will involve looking at starting on foot, and adding bespoke objectives and dialogue subtitles to the scenarios. The cool thing about dialogue subtitles is this is essentially how you also add voice overs :)

    I'm very much looking forward to working with the public editor and showing all of you what is possible :)
     
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  22. adigyran

    adigyran New Member

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    https://i.imgur.com/RW5auRm.png
    i'm sorry what?
    and how even change TOD? TOD component doesn't have time field

    BTW i've been here from first TSW openbeta and have some knowledge about ue4
    AMA i think
     
  23. adigyran

    adigyran New Member

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    Last edited: Sep 26, 2023
  24. fakenham

    fakenham Well-Known Member

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  25. adigyran

    adigyran New Member

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    looks like it, at least in editor
     
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  26. adigyran

    adigyran New Member

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    Looks like C++ it's truly hard disabled, and it's funny how entire game is single project and any plugins is prohibited, uproject just readonly and don't allow to disable like DTG telemetry plugin or that ads plugin
     
  27. greggryan2

    greggryan2 Active Member

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    DTG Matt sorry to tag but this one seems to be one that will prevent a few things. :)

    So got an error which is that in the instance I make off the back of the Scenario Manager BP I am unable to add an Objective Action. They are there but for some reason the Add components doesn't see them. Doesn't seem to be any way to add them either.

    [​IMG]
    [​IMG]

    Also if this helps I had the issue of reloading editor one asset vanished from content browser. The asset which decided to vanish was the aforementioned Instance of Scenario Manager BP that I made. All of my other created assets were fine.
     
    Last edited: Sep 26, 2023
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  28. josh_the_tech

    josh_the_tech Active Member

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    You can move things but you won't be able to save and compile (cook) the changes because they're already cooked content.
     
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  29. adigyran

    adigyran New Member

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    yeah, i basically said that. i think it saved though
     
  30. greggryan2

    greggryan2 Active Member

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    Another thing which I think is a major issue currently is whether I do small projects etc the Reloading bug is once it hits that's it. Editor is kind of unusable to quite a bit of an extent.

    Also, I've noticed that it seems to not be saving stuff correctly. For example - Create a Route Timetable go into it, set all the details, try to save without adding any formations to the graph leaving it empty. Warning appears, to compile before it can be save. Issue is the Compile button is greyed out.

    Hovering shows this message below.
     
    Last edited: Sep 27, 2023
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  31. greggryan2

    greggryan2 Active Member

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    [​IMG] upload_2023-9-27_11-13-29.png

    Images above show the issue with the timetable where it doesn't seem to think it's saved.
     
  32. seblay1608

    seblay1608 Well-Known Member

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    I had the same problem with my timetable, you have to set some "Timetable Defaults" (like choose the route again) and after that, you can compile and save.
     
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  33. greggryan2

    greggryan2 Active Member

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    I tried that and it still wouldn't allow me
     
  34. pilot21

    pilot21 Well-Known Member

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    Hello, does anybody know how the scenery overlay system works?
     
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  35. OldVern

    OldVern Well-Known Member

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    Crikey I can’t even get my kml markers or SRTM to show up, yet!
     
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  36. Rob39

    Rob39 Well-Known Member

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    https://sites.google.com/view/foobiansmoddingworld/guides/loading-a-route-in-the-editor
    This is how we did it with the unofficial editor. Should work the same way. A tip to save time on top of that. When you create your level bounds, make it 100 times bigger than the size in the tutorial. That way, you can layer over the entire route with one huge tile rather than 100 or so regular sized ones
     
    Last edited: Sep 27, 2023
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  37. KTL_Rob Powell

    KTL_Rob Powell Well-Known Member

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    Just to inform folks that I wont be streaming tonight as I am tired and its taken a while to download TSW4 and the editor. I hope to be set up after work tomorrow for a small stream from 6pm BST and some streams over the weekend
     
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  38. pilot21

    pilot21 Well-Known Member

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    Yeah I tried that but I cant select my created tile to place objects onto it. It automatically selects the cooked tile, Im currently flying over.
     
    Last edited: Sep 27, 2023
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  39. bremen

    bremen Active Member

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    The editor it a little unstable.. Ok I can understand that.. but why it decided to delete my "level" file?
    I saved, closed the editor, opened it again and puff the file was gone...
     
  40. DTG Matt

    DTG Matt Executive Producer Staff Member

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    It's there, but for some reason it's not finding it again when it loads - once we've fixed Xbox crashing on load, we'll take a look at that one hopefully easy to fix.

    Matt.
     
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  41. BlackPulsar

    BlackPulsar Guest

    My Problem on the editor: I place some Rails and save it, then the Editor crashed. After that i Re open the Editor and see, the Rails are on the 3D Map but not on the 2D Route map. And on the Rails have not longer the Blue Line and Arrow, only the Rail model are there.
     
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  42. bremen

    bremen Active Member

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    Thank you. For the moment I'll use the old way... save the file somewhere else before exiting the editor :)
     
  43. KrisKol

    KrisKol Active Member

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    I have just realised that Windows, might not like the Editor fiddling about inside the C:/Program Files folder.
    It might not be a good place to install the Editor. maybe try installing it at the root of the drive like eg C:/TrainSimWorld4MOD
     
  44. bremen

    bremen Active Member

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    In my case it is already on D:/ since I have Steam and Epic installed there.
     
    Last edited: Sep 28, 2023
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  45. OldVern

    OldVern Well-Known Member

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    Think my editor installed to the Epic Games folder in Program Files (not the 64 one). Certainly that’s where it seems to have put the TS2Prototype etc. root folder and its subs.
     
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  46. cActUsjUiCe

    cActUsjUiCe Developer

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    The default install location should be totally fine.
     
  47. KTL_Rob Powell

    KTL_Rob Powell Well-Known Member

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    Can confirm also having this issue in testing last night. I'll have a word with Matt about it at lunch to see if it is currently expected behaviour or whether it is another thing to add to the list of fixes for the editor when there is time to fix them :)
     
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  48. greggryan2

    greggryan2 Active Member

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    As far as I'm aware, you use it to create the needed tiles for the scenario you choose and them tiles will go into the location of the scenario definition.
    Yeah it's a shame but it's beta so can be expected. Hopefully the Xbox issue gets sorted soon and maybe some of the editor issue turn into quick fixes.
     
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  49. bremen

    bremen Active Member

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    DTG Matt. About the missing "level" file which is, as you said, an issue to be fixed, the same can be seen for custom BP.
    I have created a BP for a new track and, for the editor is gone too. The same for a custom track rule.
     
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  50. BlackPulsar

    BlackPulsar Guest

    How can i make the Yellow Box visible, if i place a Train for the Timetable?
    Edit: Sorry i forgot to Link the Route :D:D
     
    Last edited by a moderator: Sep 28, 2023

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