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1997-11-29
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Manual for !RailEdPro 1.0
==========================
Contents:
---------
1 - Introduction
2 - The Menus
2.1 - Main Menu
2.2 - Edit Map Menu
2.2.1 - The selection-box
2.2.2 - Creating a map
2.2.3 - Defining Entrypoints
2.2.4 - Defining stations/depots/sidings
2.3 - Edit Entry Menu
2.4 - Edit Station Menu
3 - Epilogue
1 - Introduction
******************
!RailEdPro is made for users of !RailPro, so they can design/edit their
own maps to be played with !RailPro.
The differences with !RailEd are:
-many more track-symbols to build the weirdest of maps;
-option for (principally) short-stay platforms.
!RailEdPro doesn't know diagonal signals anymore (only horizontal and
vertical).
To convert old maps to !RailPro, you'll have to remove diagonal signals
from your maps with !RailEd first, then edit them with !RailEdPro.
At first sight creating a map may look easy and straightforward. However,
there comes more to it: defining entrypoints, stations and platforms.
Many of the data are interlinked, so editing one part of the data may have
consequences for other parts.
The advised sequence, when creating a map, is therefore:
1 - First create all the tracks, points, signals, platforms etc.
2 - Secondly put in the entry-points and define them.
3 - Thirdly mark the station/depot-areas and define them.
Although Entry's and Stations may be edited, this has to be done carefully.
The editing of the actual map is done with the mouse(keys); data-feeding,
data-editing, menu-choices are all done by keyboard.
I'll continue with going through the menu's and their options and give an
explanation of it.
2 - The Menus
**************
2.1 - The Main Menu
===================
The main menu is not so difficult:
1 - Load a map
This first gives the contents of the Work-directory within
!RailEdPro, from which you can load a mapfile.
2 - Save a map
When a file has been loaded, you may save the file under the
same name or give another name to it. It will be saved in the
Work-directory.
3 - Edit a map
See 2.2 for details.
4 - Edit entrypoints.
See 2.3 for details.
5 - Edit stations/depots
See 2.4 for details.
6 - Clear all data
A rigorous step to clear all data entered so far.
Entrypoints will be deleted from the map, its data will be
lost; all station-data will be lost.
The only thing left is the edited map (first stage of the
mentioned sequence).
To be sure you wish to clear all data, you'll have to type
a randomly generated code.
7 - Overview whole map
Gives a scaled view of the whole map, like when pausing in
!RailPro. It's for viewing only.
8 - Overview all data
Here you get a detailed sight of all data you've entered.
First you'll see all entrypoints with name, code, interval
and allowed traintypes.
Secondly you'll see all stations with name, code, type and
their platform-sequence.
Last you'll see a detailed report on every station and the
present platforms, from where trains are allowed on and to
which exits trains will leave from them. Their display will
be in their code-name and their numbers.
Also from depots you'll get a detailed view. However, when
defining a depot, all 'platforms' will be the same as the
overview will show.
9 - Quit !RailEd
That's what it will do after confirmation.
2.2 - Edit Map Menu
===================
Choosing this option from the Main menu, gives you a screen like you're
used to in !Rail28: on top is a message-window, below that is a small
selection-box, the rest is the visible part of a map.
In !RailEdPro the clear showing of the cells is kept in, so that you
can see where you're going with your tracks. In !RailPro the display
is different as you may have noticed.
You can move through the map with the cursor-keys, all other things are
done with the mouse(keys). At a clean start the message-window tells you
the functions of the mouse-keys:
<select> - to select a group of track-items and the track-items themselves.
<adjust> - brings back the groups-selection-box.
<menu> - takes you back to the main menu.
2.2.1 - The selection-box
-----------------
In the row above the map, you see a 'warning'-sign, some track-items and
a 'move'-sprite.
Clicking <select> on each of these, will open a group, from which you
can select the track-item you wish to place in the map.
Clicking <adjust> will close the group.
The group with the 'warning'-sign contains the items for entrypoints and
the marker for station/depot-areas. As these should not yet be used, they
will be discussed later.
The 'move'-sprite is for moving parts of a map. Clicking <select> on this
sign will result in an immediate moving-attempt. This can't be interrupted,
so if you selected it accidently, follow the instructions on a bit of plain
green.
Each group contains the track-items accordingly:
-diagonal rail : all plain rails, curves, platforms and buffers;
-English point : all positions of English points;
-straight point: all positions of straight points;
-branch point : all positions of branched points;
-red signal : all signals and bells that are likely needed in a fresh map;
-bridge : all parts to do with split-level crossings and viaducts;
-number : numbers 0-9;
-letter : the alphabet;
-dot : other keyboard-signs.
Click <select> on an item, then click <select> in the map-area. The item will
be placed there. If you move the mouse whilst <select> is pushed, all the
passing cells will get the same item.
In each subgroup there are plain greens. Selecting one of them and then
clicking in the map-area will remove the underlying item from that cell.
Any new item overrides the existing item in a cell.
WARNING #1: Never use the first twenty cells of the bottom-row of a map, as
the game could claim them for internal use (row 0).
2.2.2 - Creating a map
--------------
Whilst creating a map you have to keep the next limitations in mind:
the game allows max. 8 entrypoints;
max.20 stations (this number includes the entrypoints, so
with having 6 entrypoints, there is room
for 14 stations);
max.30 platforms (in marked&defined stations/depots)
Draw all the track-lines, points, signals etc.
Be careful when drawing signals: main signals may need subsignals before
them. Leave enough room between signals to prevent IC's running into the
back of GD's.
Draw the platforms of stations, depots, sidings, suburban platforms.
When drawing platforms, consider that a width of three cells is best.
Suburban platforms only come into effect, when they have signals attached
to them. (These are the platforms on a track, where LP's automatically stop.)
Leave no more than two cells of straight line between an entrypoint
and a signal. Having more between them may cause a maintenance crew to
occupy the track, so causing immediate derailments as you have no signal
to slow down an entering train.
2.2.3 - Defining Entrypoints
--------------------
When selecting the group with the 'warning-sign', you'll see four types
of entrypoints:
- E-L: Entrypoint left-hand traffic, trains run to the left;
- E-L: Entrypoint left-hand traffic, trains run to the right;
- E-R: Entrypoint right-hand traffic, trains run to the left;
- E-R: Entrypoint right-hand traffic, trains run to the right.
Placing an entrypoint in a cell will automatically place the exitpoint in
the correct position (above or below it).
Select the type of entrypoint you need and place it in a cell.
Immediately a window will open (don't panic when it covers the entrypoint)
showing the number of the entrypoint and a little questionnaire:
1. Interval: Press the key of the basic interval between trains at this
entry.
2. Type entry: Press the key of the types of trains allowed in via this entry.
(usually 0 or 4)
<a beep will sound>
3. Type exit: Press the key of the types of trains allowed out via this exit.
4. The full name of this entry ( London ).
5. The three-letter code for this entry ( LON ).
(This code is projected in the little window on a train.)
Define all entrypoints like this.
The reason to define all entrypoints first has to do with the defining of
platforms later on.
2.2.4 - Defining stations/depots/sidings
--------------------------------
Defining stations etc. is complicated when you do this for the first time.
Here too are a few rules to remember:
The first station to define has to be the Main station. Its platforms will
start with '1' upwards. When you have created a siding for IC/LP's, trains
will always run to the Main station. Check out if the station is easily to
reach for trains, coming from a siding.
Platforms of follow-up stations never can start with '1', but will get the
numbers, following the highest of the previous defined station.
Therefore, where possible, show platform-numbers in the map at normal stations!
A second station may have the same name and code as the first station. In
the game it shows like one big station (see the Metropole-map, where the
main station consists of two parts).
Before you define stations, you'll need a piece of paper and a pen to write
down for each platform, from which entrypoints it accepts trains and to which
exits it will send trains (numerical).
BEWARE: When defining a platform to a single exit with a single type of train,
be aware that this platform only accepts trains of that one type.
If another traintype occupies the platform in the game, it will
not be able to choose a new destiny and hang the game!!
Now you can define the stations/depots/sidings.
Select the M1-symbol in the group with the 'warning'-sign.
The game detects station-areas by '>' and '<' ('more than' and 'less than').
Therefore the first symbol has to be placed left-under the bottom-platform,
the second at above-right of the top-platform. (Below and above
platform-signals.)
If a middle platform goes further left or right than the bottom or top,
you have to put the symbol left or right of the furthest platform (but below
the bottom platform).
Don't worry if your marker is on a bit of track.
Place the M1-symbol in the cell.
In the text-window above, it tells you what to do next (mark the top-right).
If you agree with your marking, press (Y)es.
Another little questionnaire now starts:
1. Is it a Depot/Siding? Type N for normal passenger-stations.
2. Which types of trains have access to this station? Press the number
(usually 4 for normal stations).
When it's a Depot for GD's, press 3.
When it's a siding, press 1,2 or 4.
3. Number of platforms. If the marked area encloses 5 platforms, you enter 5.
For depots/sidings you give the number of depot-platforms.
4. Full name of the station ( MyTown ).
5. Three-letter code of the station ( MYT ).
Next two windows will open:
- a small window, showing the number and names of the entrypoints.
- a window, showing the platform-numbers, a column with numbers of entry-
points and a column with numbers of exits.
Your little piece of paper may be handy now to define the access and exits
of the separate platforms.
For each platform you get the same question.
Pressing <RETURN> without entering numbers, leaves the present numbers intact.
If you have 5 entries (seen as 12345) and your platform allows access from
entries 1,2 and 4, you enter: 124 . If exits are 2, 3 and 5, you enter
next: 235 .
NEW: When defining an exit, you may add '9' to it (2359). This means that
the game will try to have an arrived train leaving between 30 secs. and
3 minutes. If another train would block this faster departure, it will
randomize the time as on any other platform.
When defining a GD-depot, you will not have to enter these data for each
platform, but only once for the whole depot. (In the game depot-platforms
are not mentioned separately.)
Also when defining a Siding (for IC/LP), data are entered only once.
IMPORTANT!: Although trains from a Siding will always run to the Main Station
(the first defined), you have to leave the number for all exits in the column
'Exits' (so 12345, when you have 5 entries).
After finishing all this data-feeding, you are asked to continue your editing.
To define the next station/depot, you first have to select the M1-sign again.
2.3 - Edit Entry Menu (option 4 in Main Menu)
=====================
It is possible to change data for each entry after its first definition.
When selected, you will be asked which entrypoint has to be edited.
A menu will appear with the following options:
1. Interval. Press the key for the new interval.
2. Traintypes on entry. Press the key for the new traintypes to enter.
3. Traintypes to exit. Press the key for the new traintypes to exit.
4. Replace entry. The symbol from the entry is detected. The program switches
you to the map-edit where you can click-select the new location of the
entrypoint. The old position will be cleared.
If you need another entry-symbol (because of relocating to the other
side of the station) you have to delete the present entry and place
the new one via the normal map-editing.
5. Delete entry. This deletes the entry from the map and all its data.
WARNING#2: When deleting an entry, other entry's will be shifted down.
This may have consequences for the access of the platforms
and depots. Keep your little paper at hand as you will get
a parade of all existing platforms for re-entering their
access/exit-data. Beware of this before deleting!
6. Rename entry. You may enter a new name and/or code. Pressing <RETURN>
without entering text, leaves the old name/code intact.
No editing. Press <RETURN> for the Main Menu.
2.3 - Edit Stations/Depots (option 5 in Main Menu)
==========================
When selected, you will be asked which station/depot has to be edited.
After selecting, a menu will appear with the following options:
1. Coordinates. Choosing this options switches you to the map-edit. Marker
M1 is already selected; you only have to place it in the new
bottom-left boundary of the station. Thereafter you have to do the
same for the top-right boundary.
2. Platform-numbers. Due to changes your station may have less platforms
than originally defined. Here you're asked for the new lowest and
for the new highest platform.
WARNING#3: If the new lowest is less than the existing one, or the
new highest is more than the existing one, you will have to
edit and update the adjacent numbered stations/depots as well. Pressing <RETURN> without entering numbers, leaves the old situation
intact. Use this if no change is needed!
If you enter a number, you may have to edit the platforms in that
station! The 'Platform-access'-menu will appear.
On the other hand: if you (for example) deleted the second defined
station, which had 5 platforms, and now you defined a new one with
4 or 5 platforms, you may renumber the platforms to the earlier
deleted ones.
3. Access-types. Which type of trains have access to this station. Press
one of the keys 1-4.
4. Delete station. Confirming with 'Y' will delete the station-name, code
and data. In the map itself the station will still be there. You'll
have to edit the map to remove a station visually.
5. Rename station. You may enter a new name and/or code. Pressing <RETURN>
without entering text, leaves the old name/code intact.
6. Platform-access. Next two windows will open:
- a small window, showing the number and names of the entrypoints.
- a window, showing the platform-numbers, a column with numbers of
entry- points and a column with numbers of exits.
Pressing <RETURN> without entering numbers, leaves the present numbers
intact.
If you have 5 entries (seen as 12345) and your platform allows access
from entries 1,2 and 4, you enter: 124 . If exits are 2, 3 and 5, you
enter next: 235 .
When editing the access of a Depot/Siding, you only have to type your
new access once. Read the 'IMPORTANT!'-line at the bottom of 2.2 .
No editing. Press <RETURN> for the Main Menu.
3 - Epilogue
**************
When your first creation is ready to be tested, copy it to the
Maps-directory of !RailPro and start the game with this new map.
You'll soon find out, that playability of the map may not be as you expect
it at first, so you will regularly switch back to the editor for
fine-tuning the actual map and data. (Well, I had to do that with every
map I made.)
When you are finally satisfied with your map, you may think of putting
it on a BBS or ftp-site.
I've been testing !RailEdPro as thoroughly as possible and I haven't found
any bugs during normal use. I hope you will not meet any hidden little
errors.
Still, if so, let me know as soon as possible. If I have time to fix it,
I will.
Any comments, questions etc. are welcome at:
e-mail : joskeijz@worldaccess.nl
Jos Keijzers,
Dordrecht, NL.
November 1997.