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Route And Scenario Editor: Easy To Implement And Powerful Plug-in-editor

Discussion in 'Suggestions' started by alexander.s, Jul 1, 2020.

  1. alexander.s

    alexander.s New Member

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    I have seen the dev video and the editor is very simple and well implemented, just still in the Unreal Editor. Many functions are added compared to TS. Some may still be missing, like worn patterns of tracks and some features for details of third party content for german tracks in particular. But you can also create your own editor plugins for catenary designs and turnouts, very important e.g. for german content, to simulate german turnout designs better. German catenaries need then a new plugin from RLB, or other authors, also for signaling systems. Now signal brackets are simulated more realistically. Signal boxes become possible. It is only a question until someone writes a plugin for it, e.g. for SpDrS60, or Mechanical. TSW will become much more flexible.
    Problem with content:
    All assets of DTG should be available for free on a database and should be installed automatically for freeware route installations. Freeware routes/rollingstock/assets should also be able to be uploaded there. So you don't have to buy extra payware stuff(scenery assets) to run freeware tracks without scenery holes.

    You can then simulate the German railway operation much better with plugins: EBuLa, La-Notes, running on sight by command, departure procedure with Zp9 by signal or conductor, shunting, train protection, starting procedure (entering train data into the PZB vehicle device), Indusi I60R und PZB90, brake types, real realistic LZB(L 72 and CIR-ELKE) with all peculiarities and all procedures, protection routes, different current systems, etc. Pluginmodder will be able to create a Zusi3 with modern graphics. Then you have a real train simulator, everyone will be able to develop a nice feature in the German railway community to make it even more realistic.
     
    Last edited: Jul 1, 2020
  2. alexander.s

    alexander.s New Member

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    Smarts modders could also create an editor plugin, which takes aerial photos and driver's cab rides from the track and then searches for suitable objects in the aforementioned database and places them, so you can save a lot of time, only work on the route itself would still have to be done.
     
  3. Sintbert

    Sintbert Well-Known Member

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    Yea that's all nice and would work wonderfully if the game was OPEN SOURCE.. but it isn't, and without the Sourcecode, the UE-Editor will not work/is very limited in what you can do.

    If you want to develop for TSW, you can apply to the partner program. Then you get access to the necessary tools and sources, but you are also liable to what you do with it. And i think you can forget to ever get in their program as a private person.
     
  4. alexander.s

    alexander.s New Member

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    All the payware routes, rollingstock won't be Open Source, but the game itself should be, and possibilites to create Plugins for the editors, for costum routes, costum rollingstock and costum scenery assets by third party. All payware stuff, routes, locomotives, where is so much work, won't be Open Source. And if you want to mod a payware route, or a locomotive, you have to copy it and only of you bought it, than you are able to drive with the modded version. If you want to drive a joined modded route of two routes, also, you have to have the licence of both addons.
     
    Last edited: Jul 1, 2020
  5. Sintbert

    Sintbert Well-Known Member

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    You still require a lot of Sourcecode from the game itself to create stuff, not necessary the of the DLCs. And that's the part that will never happen. For as long as they don't find a clean way for the editor to work with the compiled/packaged basegame, there is simply no chance of a public release.
     
  6. alexander.s

    alexander.s New Member

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    The main programm itself isn't Open Source, that is clear, shouldn't be. But there will certainly be an API(an interface) to create new GUIs, train protection, editor features, etc. Otherwise you can not create such addons, what I just wanted is that there is an interface for plugins. For the upcoming in game editors and also to implement them in rollingstock, routes. The main struture can't be modified, but the API allows much possibilites. Good example is Trainz, there are much possibilites to modify the game, but the main sturcture can't be modified, or VRChat a better one, is also in an Engine, the Unity and the main code can't be modified but there are so much possibilites. But TSW should get a ingame Editor for Scenario and Routes. Rollingstok and Plugins created in the Unreal Editor for In Game Editors, Rollingstock and Scenery.
     
    Last edited: Jul 1, 2020

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