Train tracks
#1

Hi I wanna ask you why did you blocked tracks4.dat (second track) and tracks2.dat (a track to the crane, docks in SF).
In 0.2 you could spawn trains on those tracks. I think these tracks are blocked because of their incompleteness to aviod some lags...

I have done a completed version of tracks4.dat (second track around SA). Please can you include this file to the client instead of blocked (I think empty) one.

Leave tracks2 blocked because it's really useless, but my tracks4.dat allows to drive train all over sa on both tracks.

Here's a screenshot that proves completeness of the track. By default it covers only part of LS and SF but here you can see both trains are in LV:



And here is the file in archive and also as a text file (you need to rename it from .txt to .dat)

Kind regards.
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#2

I disagree with the main idea of this post, train tracks aren't needed, nor does the samp devs have to take their time to do this.
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#3

Quote:
Originally Posted by Schurman
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I disagree with the main idea of this post, train tracks aren't needed, nor does the samp devs have to take their time to do this.
What do you mean they are not needed? Ofcourse they are needed.Maybe you are not interested in roleplay servers but some people are and this is a great idea.
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#4

Well, tracks2 could be used for simple transport, so it may be useful, and may look more realistic.
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#5

Fantastic Patch! Thanks!
But, what are the mappable train tracks in the GTA (which has editable .dat files)?
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#6

I agree with the OP, it's silly to remove them!
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#7

But the option to put trains on these tracks no longer exist? It is still possible to put the train on another track in SAMP 0.3C?
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#8

I'm sure there was a problem with it, however I would like to see this implanted if it's possible
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#9

Quote:
Originally Posted by Mrkrabz
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I'm sure there was a problem with it, however I would like to see this implanted if it's possible
Yes, there was. The 2nd track, by default, was incomplete. But the fix created by M@rsik complete it.
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#10

I think there was an issue with the nodes which is also the reason R* left it out. Try driving on track2 near the San Fierro train station, the train will suddenly turn and drive through mid-air.
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#11

Quote:
Originally Posted by Jay_
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I think there was an issue with the nodes which is also the reason R* left it out. Try driving on track2 near the San Fierro train station, the train will suddenly turn and drive through mid-air.
Yeah, I believe track2 was used for "Snail Trail", and it was speculated by several people as a glitch where it flies over air, into land, and goes to it's scripted location - some place located by Red County/Palomino Creek.
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#12

Quote:
Originally Posted by Jay_
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I think there was an issue with the nodes which is also the reason R* left it out. Try driving on track2 near the San Fierro train station, the train will suddenly turn and drive through mid-air.
I know that, so I downloaded the complete file for this trail.
In my case, no problem passing this to the players, the problem is that SA-MP Team disabled access to these rails 'incomplete' by default...

EDIT:

Quote:
Originally Posted by Stuntkillas
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Yeah, I believe track2 was used for "Snail Trail", and it was speculated by several people as a glitch where it flies over air, into land, and goes to it's scripted location - some place located by Red County/Palomino Creek.
Lazy R* Developers don't complete the track, but as I said, i ****** for a fix for it and find (IN THIS FORUM) the solution.
Internally, the rails are read from .dat files located in %GTA%/data/Paths
The tracks.dat, if I remember correctly, is responsible for the main track. and the tracks<1-4>.dat, for the other rails. I Just downloaded a fixed tracks4.dat, which contains all Las Venturas/Fort Carson for 2nd rail, and was wondering if there is still to the SAMP or will return the ability to spawn other trains in other rails. Like I said, no problem in my case to send the 'fixes' for the players (Hamachi server )...
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#13

I'm pretty sure that this can be implemented into the SA-MP Client. If the developers managed to block the usage of custom handling.cfg's and instead use stock handling, I'm pretty sure they can do the same with tracks4.dat. The only difference however is instead of using default lines they'd be using custom ones. I also want to point out that this is an amazing contribution to the SA-MP Forums as well as the rest of the San Andreas community. I do hope will be implemented in the next version of the SA-MP Client. I was also thinking, your contribution could be the start of newer additions to SA-MP, for example custom track setups. Imagine a train that would turn and go to your custom island that you built and stop at a station there.
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#14

Quote:
Originally Posted by PCheriyan007
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I'm pretty sure that this can be implemented into the SA-MP Client. If the developers managed to block the usage of custom handling.cfg's and instead use stock handling, I'm pretty sure they can do the same with tracks4.dat. The only difference however is instead of using default lines they'd be using custom ones. I also want to point out that this is an amazing contribution to the SA-MP Forums as well as the rest of the San Andreas community. I do hope will be implemented in the next version of the SA-MP Client. I was also thinking, your contribution could be the start of newer additions to SA-MP, for example custom track setups. Imagine a train that would turn and go to your custom island that you built and stop at a station there.
Good idea, and more using custom tracks + objects could make amazing maps, better than now
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#15

How did you spawn it on the unblocked track? whenver I try to, it spawns on the original track.
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#16

Quote:
Originally Posted by dr_vista
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How did you spawn it on the unblocked track? whenver I try to, it spawns on the original track.
I Use a GTA SinglePlayer CLEO Script (HERE The Mod)
PS.: But in multiplayer mode, even using this script, it spawns the train on the standard track...
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#17

Quote:
Originally Posted by vpontin
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But the option to put trains on these tracks no longer exist? It is still possible to put the train on another track in SAMP 0.3C?
Quote:
Originally Posted by dr_vista
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How did you spawn it on the unblocked track? whenver I try to, it spawns on the original track.
You need to rename tracks4.dat file from this topic to tracks3.dat and replace (with a backup of cource) original file.

But 'tracks3.dat' is originally used for tram track in SF, so you will be able to spawn trains on both train tracks but trams in SF won't work (in singleplayer mode too).

That's why I was asking to unblock 'tracks4.dat'

Also note that it will cause some unsync when playing on servers with trams in SF, etc.
So make a backup!
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#18

I support you.
I still cannot understand what problem will be caused if we use those tracks(even it's incomplete).
No crash will be produced, as it was there in 0.2.
The only issue is that the trains fly over the land, but it's not a very important issue that trains do no have flying cheats.
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#19

Yes, it would be really nice if it would be possible to use both tracks, I would make one for players and one for NPC in my RP server.
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#20

Quote:
Originally Posted by M@rsik
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You need to rename tracks4.dat file from this topic to tracks3.dat and replace (with a backup of cource) original file.

But 'tracks3.dat' is originally used for tram track in SF, so you will be able to spawn trains on both train tracks but trams in SF won't work (in singleplayer mode too).

That's why I was asking to unblock 'tracks4.dat'

Also note that it will cause some unsync when playing on servers with trams in SF, etc.
So make a backup!
I've just downloaded your tracks4.dat, which is responsible for another railroad. (HERE the post)
I not change the tram's .dat files.

EDIT:

Quote:
Originally Posted by leong124
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I support you.
I still cannot understand what problem will be caused if we use those tracks(even it's incomplete).
No crash will be produced, as it was there in 0.2.
The only issue is that the trains fly over the land, but it's not a very important issue that trains do no have flying cheats.
I also don't understand why remove access to those tracks.
There appeared to be major bugs with these tracks, except for are incomplete...
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