no there were 2 projects.
The first I forgot who wrote it.
There was a track but you really did not have much to do.
my sighted friend played it ok I fiddled with it but there was not much to it.
There was a test 4 version but it never was completed.
Pkb also released a train sim.
I may still have it, it may also be on some sites, and other places
where random dodgy software exist because i have seen it.
Development stopped for ages as did all projects for about 6 months
before pkb finally died.
It was really not much different from spursim except you did have a
slightly advanced track with control of steam or deesel electric
trains but no real mods ever came from it though it was more sim like.
Ofcause pkb was a predominantly autoit group, this was mainly before bgt.
Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?
----- Original Message ----- From: "Valiant8086" <valiant8...@lavabit.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development
The .ini track loading system is working now. Nothing is set in
stone so this might be different later. At the moment ctrl+o will
pop up the list box of tracks that are found in the tracks folder
that can be selected. when on a track doing stuff, ctrl+s will save
the current state of things so that one can close the train and
then run the program again and find they're right where they were
doing exactly what they were doing when they hit ctrl+s. So you can
be going 85 miles per hour and press ctrl+s, close the train, open
it again and you're going 85 miles per hour, traveling right where
you were when you saved. Orriginally, it saved when you closed the
train but it looks like not everyone is going to want it to work
that way so at the moment saving is an option. the info is saved in
an .ini file called train.ini. that file can be deleted to cause
the train to pop up the dialogue as soon as you open the train for
you to select a track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will
get generic behavior.
harun mentioned the speed limit system we were thinking about.
Basically you use two objects that are pretty much just going to be
signs. One will set the speed limit and the other will remove it so
you can get up a good head of steam again.
When pulling up to a station it's hard, both in reality and in
this simulator to stop when you want to. You'll pass the station
or stop too soon, or find you're about a quarter of a mile from it
but going too slowly to be there any time inside of a decade. You
get old waiting on it and speed things up a bit, only to go
zooming past the station before you're aware of the fact. So we
put in a beep that only plays if you're moving under 5 miles per
hour. The beep indicates when you're within 0.0001 miles of what
ever object you happen to be that close to. for a station this
allows you to stop pretty darned close to where you want. You
listen for that beep. You hear it and you hold down the letter k
until the train comes to a hault. the beep only plays if you're
moving and at a rate of under 5 miles per hour. So if you're
zooming along you don't have to worry about that beep getting in
the way of sound effects.
----- Original Message ----- From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development
Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit
and needs some serious work to get it to actually work like it's
supposed to. It would appear, at least for now, that using .ini
files doesn't slow the main loop down enough to bother with. this
is good. At the moment we have an every day list box that popps up
when you go to pick a track. The tracks are listed in there and
the file extention is on the end, ini. Don't know if we should
remove the extention from the list or not. You select the track
you want and then tab to the ok button and press that.
Right now all of the game except that is self voicing, though we
considered using the API for the screen reader if a compatible one
happened to be running to speak stuff instead of SAPI. We aren't
using any key commands yet that a screen reader could conflict
with, but when key echo is on it's kind of bothersome as you hold
down a button, like the letter i, to accelerate and the screen
reader keeps saying the letter over and over again. I know a way
to make the track select list box speak with SAPI if necessary.
Don't know if the ok button could be spoken or not. We're using
all SAPI for now and probably going to keep using a synthesizer of
some sort since things are going to be so generic. When we have
object names and such loading from a .ini file that anyone can
create with any name they can think of, audio voiceovers won't
work for reading names of those objects and all that good stuff. I
wouldn't mind using the dll version of ESpeak to tell the trooth.
Right now the tr
ain sim is
portable. We're going to keep it that way if we can. There is no
installer. You just download it, unzip it and run the train.exe file.
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