Sodor SAM

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Jancsika
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Sodor SAM

Post by Jancsika » Wed Apr 15, 2009 2:37 pm

Revised files. There is only one file to upload!!
The industries will be randomly placed.
This is the SAM version of Sodor.
Sodor was created originally by Rodea. I have converted it to SAM.
There is one ZIP file that needs to be unzipped directly into a clean UserMaps folder. No other files or installation programs are needed!!
If you have not played before, this is your chance! The industries are randomly placed, so every game is different.
I made some minor changes:
To keep with the story book aspect of the game, only the Thomas type engines were kept. The engines were reworked to reflect the gradual increase in performance. Thomas was also given some more prominent role.
I also changed the time. Instead of the original 150 years it is 38 years. This again to be more in line with the story. The turns per month is upped to 144 turns per month, but the engine maintenance cost was lowered to reflect the change.
You will be able to build only masonry bridges. Again this is to keep the story book appearance
Jancsika

Please note that the AI players have to be set to 0 (zero) otherwise the game will crash
Attachments
Sodor_SAM_Random_V_2_00_Hooked.zip
Final revision.
(12.78 MiB) Downloaded 727 times
City map.jpg
City map.jpg (140 KiB) Viewed 16844 times
SMRailroads!0011.jpg
SMRailroads!0005.jpg
Last edited by Jancsika on Sun Jul 05, 2009 4:55 am, edited 4 times in total.

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dustmote
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Re: Sodor SAM

Post by dustmote » Wed Apr 15, 2009 5:22 pm

I downloaded it, I ran it. No problems with a clean install. So far I have only played in Train Table mode. I set up a full cookie run and also went through the industries, fish, wheat, wool and paper.

No Hiccups and my computer is one that tends to have issues trying to load many of the player made maps.

One thing I did have to figure out because I haven't found it mentioned anywhere.

Rodea Workers, they only spawn when your villages turn into towns or larger.


Great work on the Scenario and the Map Rodea2007 and Jancsika!

Dustmote

Two hours later, I did CTD, making my umpteenth little section of track climbing down a mountain. I only had 3 villages tracked together and the log didn't save anything.

I did notice the newspaper for a speed record while using Toby.
Attachments
Was this on purpose?
Was this on purpose?
Dustmote
The Three Rings of Marriage
Engagement Ring
Wedding Ring
Suffer Ring

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Jancsika
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Re: Sodor SAM

Post by Jancsika » Thu Apr 16, 2009 12:26 am

I made a dual engine of Thomas. All you have to do is to replace three files in the UserMaps/SodorSAM folder with these:
Jancsika
Attachments
SMRailroads!0000.jpg
Dual Thomas.zip
(3.22 KiB) Downloaded 394 times

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karsten
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Re: Sodor SAM

Post by karsten » Sat May 02, 2009 12:55 pm

Kudos to Rodea and Jancsika for a really interesting map. Best features:
  • self-contained, stand-alone, easy to install and run - YES, thanks Jancsika
  • Challenging but fair landscape
    2009-05-02_122007.jpg
  • the roaming elephant tribe was a nice touch, as were the tail-twitching felines (I never encountered the horse, where is it hiding out?)
  • the "Thomas" theme of locomotives
    2009-05-01_234147.jpg
Initially, the objectives looked a bit daunting, but I was able to build a clock-work network by the end of the first era,
2009-05-02_122356.jpg
which ran largely unattended (except for clicking away the odd event or new engine announcement) till all objectives were met about halfway in era two.
2009-05-02_121900.jpg


The map still has two marginal stability issues:
  • One needs to set AI players to zero, otherwise the map will crash at startup. Not a major issue, but nice to know. Despite spending some time to investigate the issue, I could not figure out how to fix this.
  • The dreaded event file, again! :( . It must have tripped up Dustmote. Note how there is a "safe event" .xml file provided, but it is not referenced properly in the scenario. Once I fixed that -see below- the scenario ran perfectly without a single crash from start to finish.
SodorSAM events.jpg

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Rodea2007
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Re: Sodor SAM

Post by Rodea2007 » Sat May 02, 2009 2:16 pm

karsten wrote: The map still has two marginal stability issues:
  • One needs to set AI players to zero, otherwise the map will crash at startup. Not a major issue, but nice to know. Despite spending some time to investigate the issue, I could not figure out how to fix this.
  • The dreaded event file, again! :( . It must have tripped up Dustmote. Note how there is a "safe event" .xml file provided, but it is not referenced properly in the scenario. Once I fixed that -see below- the scenario ran perfectly without a single crash from start to finish.
SodorSAM events.jpg
Did you got the issues when play original version?
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karsten
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Re: Sodor SAM

Post by karsten » Sun May 03, 2009 8:19 am

Yes, those issues also apply to your original map. Proof: reference to the general event file, which would crash the map sooner or later.
By the way, I noticed that your installer was trying to install cookies on my machine. What are those cookies supposed to do?
Island of Sodor Events.jpg

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vzbob
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Re: Sodor SAM

Post by vzbob » Sun May 03, 2009 9:36 am

karsten wrote:Yes, those issues also apply to your original map. Proof: reference to the general event file, which would crash the map sooner or later.
By the way, I noticed that your installer was trying to install cookies on my machine. What are those cookies supposed to do?
Island of Sodor Events.jpg
read about them here http://en.wikipedia.org/wiki/HTTP_cookie
His installer should not be trying to install cookies unless he has a virus/trojan on his computer that is trying to spread itself .

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Rodea2007
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Re: Sodor SAM

Post by Rodea2007 » Sun May 03, 2009 11:52 pm

karsten wrote: By the way, I noticed that your installer was trying to install cookies on my machine. What are those cookies supposed to do?
To be honest...I don't know what happen when Sodor Installer was trying to install cookies to your machine, because Sodor Installer is pure an installer for sodor map without added any kind, so I really need screen shot for what you are talking about in order to anyone else to know what happen to you happened to them, because if what happening is is not happen to their machine, that mean your machine was infected by a virus
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Jancsika
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Re: Sodor SAM

Post by Jancsika » Mon May 04, 2009 7:59 pm

Karstein wrote
The map still has two marginal stability issues:
•One needs to set AI players to zero, otherwise the map will crash at startup. Not a major issue, but nice to know. Despite spending some time to investigate the issue, I could not figure out how to fix this.
•The dreaded event file, again! . It must have tripped up Dustmote. Note how there is a "safe event" .xml file provided, but it is not referenced properly in the scenario. Once I fixed that -see below- the scenario ran perfectly without a single crash from start to finish.
Thanks for the nice comments. I have missed the Events file. It is provided now in the revision, with the dual Thomas engine.
As for the trouble with the number of AI players, it is still there. This is a new problem, that never popped up before.
I will take it up with Snoopy. Maybe he will know something that I don't.
Jancsika

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Rodea2007
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Re: Sodor SAM

Post by Rodea2007 » Tue May 05, 2009 9:27 am

Jancsika wrote:
Please note that the AI players have to be set to 0 (zero) otherwise the game will crash
That is not true...I have played with 3 AI's a few minutes without CTD (see to the picture below), just I was found some errors that are :
1. In folder SodorSAM you do not have RRT_Goods_SodorSAM.xml, just you have RRT_Goods.xml, but in RRT_Scenario_User_SodorSAM you are writing <GoodsXMLFile>RRT_Goods_SodorSAM.xml</GoodsXMLFile> (see picture below)
2. I tried to make a Tunnel, but what happen the Tunnel need cost amount $ 10,452,000 ( see picture SodorSAM01.jpg) that is impossible, the tunnel must be invalid.
3. I tried to make a Bridge, but what happen in point 2 happened again, the bridge need cost amount $ 9,209,000 (see to picture SodorSAM02.jpg), that is impossible again

You must check again what wrongs, but I will check too.... :)
Attachments
sodorsam3.jpg
sodorsam2.jpg
sodorsam02.jpg
sodorsam01.jpg
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Jancsika
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Re: Sodor SAM

Post by Jancsika » Tue May 05, 2009 2:47 pm

Hi Rodea!
1. In folder SodorSAM you do not have RRT_Goods_SodorSAM.xml, just you have RRT_Goods.xml, but in RRT_Scenario_User_SodorSAM you are writing <GoodsXMLFile>RRT_Goods_SodorSAM.xml</GoodsXMLFile> (see picture below)
Please check the correct SodorSAM folder.
In the uploads there is only RRT_Goods.xml file.
As for the tunnel and bridge cost it was done purposely. No tunnels and only brick and stone bridges are allowed.
This is what makes the story a storybook story. (..and adds to the difficulty..).

Jancsika :mrgreen:

brandon
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Re: Sodor SAM

Post by brandon » Tue May 05, 2009 9:19 pm

Sorry Jancsika, but Rodea2007 is correct. If you click on your download in the first post, choose 'Open', click on the Sodor folder in the opened zip and double-click on the scenario XML you will see that it is listed as <GoodsXMLFile>RRT_Goods_SodorSAM.xml</GoodsXMLFile>

That might be why it was crashing on snoopy55 after he played it a while.

I don't have any problems with the AI's either.

Do you by chance have any files in CustonAssets or elsewhere that it might be reading?

And how come you have that Dual Thomas folder with the XML files in it and a Dual Thomas.zip file that had the same XMLs in it? The ones in the folder and zip file are the ones in the map. Just curios. :mrgreen:

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Rodea2007
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Re: Sodor SAM

Post by Rodea2007 » Wed May 06, 2009 9:09 am

For my problems at point 2 and point 3 I have found the answers that is you need rename RRT_Bridges_SodorSAM.xml become RRT_Bridges.xml and RRT_Tunnels.xml become RRT_Tunnels_SodorSAM.xml that's all the map now run perfecly and smooth....... :)
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karsten
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Re: Sodor SAM

Post by karsten » Wed May 06, 2009 8:35 pm

Relax, everyone ... what I saw flashing by was the installer trying to create "cookies" ... in the game scenario folder ... just evidence of my ingrained suspicion of installers :lol:
Cookies.jpg
On the question of expensive bridges and tunnels, I agree with Jancsika that this is a great enhancement to any map. It restores to bridges and tunnels a special, exceptional quality, as in real life. So if you like "prototypic" maps, that's the way to go. Otherwise, rivers and mountains in SMR have no meaning, no challenge.
2009-05-06_130034.jpg

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Jancsika
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Re: Sodor SAM

Post by Jancsika » Sun Jul 05, 2009 5:43 am

The latest revision to this map was posted in the first post.
There is only one file to upload!!
The industries will be randomly placed.
Ther are no dual engines in this version.
If you want to have duals (Thomas only), you have to add the mod that I have posted earlier in this thread.
Please note that the AI player sometimes works, but most of the time it does not.
Jancsika

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