The Great Script Drive

Announcements and Discussion about Dick Cowen's BritKits Development

The Great Script Drive

Unread postby KCJones » Tue May 24, 2011 10:06 am

In the drive to get diesels doing what they should, the move to get everything linked by scripting has even reached this backward corner of the UK *!lol!*

So here is a link to the first batch. It includes all the bin files for the default stock in the Britkits\Rollingstock folder and the related lua script. They are released as beta so use with caution. Really all I have done is edit each bin file to link to the lua script in the main folder. !*cheers*!


https://www.humyo.com/QbMmM/RailSimulator/Script-ug-rollingstock/Script-ug-Rollingstock.zip?a=eH_Nn_jC7fc

They are packed in a basic zip file with their folder structure so you can see what you have. You "should" be able to just overwrite the original files *!!wink!!*
I will release each set as I get them compleated.

Dick
User avatar
KCJones
 
Posts: 873
Joined: Fri Feb 13, 2009 4:05 pm
Location: UK Somewhere between Hereford and Shrewsbury

Re: The Great Script Drive

Unread postby Samwolf » Tue May 24, 2011 10:28 am

Thanks, KCJones. It hard enough doing all the repaints this will help a lot.!
If God had intended for man to fly, He wouldn't have given us the railroads.
User avatar
Samwolf
 
Posts: 762
Joined: Mon Aug 30, 2010 6:57 pm
Location: South Carolina, CSA

Re: The Great Script Drive

Unread postby Toripony » Tue May 24, 2011 11:04 am

Is it possible to collect update files like this into .rwp's instead of .zips? In MHO, it's a much easier/safer way to apply these "customization kits".

Tori
User avatar
Toripony
 
Posts: 1083
Joined: Thu Jun 04, 2009 3:13 am

Re: The Great Script Drive

Unread postby KCJones » Tue May 24, 2011 2:35 pm

The reason I chose to just zip the files is that you can choose what and what not to replace.

For instance in the above package there are the replacement files for my freight stock, heavy weight passenger cars, heavy weight cars to go with the USRA locos, corrugated and streamlined passenger cars.

Not everyone has all those packs. An rwp file would load the lot resulting in redundant files and folders for some people. !*hp*!

Dick
User avatar
KCJones
 
Posts: 873
Joined: Fri Feb 13, 2009 4:05 pm
Location: UK Somewhere between Hereford and Shrewsbury

Re: The Great Script Drive

Unread postby KCJones » Wed May 25, 2011 3:26 am

Here is the next upgrade. The Alco folder.
https://www.humyo.com/QbMmM/RailSimulator/Scripting-ug-Alco/Script-ug-Alco.zip?a=Kea7gK1LLR8

I have also made more alterations to the Rollingstock folder. Adding my couplings as default to the freight cars.

I suggest you redownload them from the link above.

Dick
User avatar
KCJones
 
Posts: 873
Joined: Fri Feb 13, 2009 4:05 pm
Location: UK Somewhere between Hereford and Shrewsbury

Re: The Great Script Drive

Unread postby KCJones » Fri May 27, 2011 10:22 am

User avatar
KCJones
 
Posts: 873
Joined: Fri Feb 13, 2009 4:05 pm
Location: UK Somewhere between Hereford and Shrewsbury

Re: The Great Script Drive

Unread postby Samwolf » Thu Jun 02, 2011 8:53 am

@KCJones,

In the EMD Models script upgrade there is new x-GP9_lo_db-c.bin file for the GP9.

But there is no x-GP9_lo_db-c.GeoPcDx in either the Kit01 or the Kit01 Xtra pack.

Where did the x-GP9_lo_db-c.xxx come from?

Typo or am I missing a file in eiher the Kit01 or kit01 Xtra pack?

TIA
If God had intended for man to fly, He wouldn't have given us the railroads.
User avatar
Samwolf
 
Posts: 762
Joined: Mon Aug 30, 2010 6:57 pm
Location: South Carolina, CSA

Re: The Great Script Drive

Unread postby KCJones » Thu Jun 02, 2011 4:20 pm

It looks like some of my experimental files have slipped in there by mistake. Sorry. Just go by the geopcdx files you have the extra bin files are spurious.

Dick
User avatar
KCJones
 
Posts: 873
Joined: Fri Feb 13, 2009 4:05 pm
Location: UK Somewhere between Hereford and Shrewsbury

Re: The Great Script Drive

Unread postby Samwolf » Thu Jun 02, 2011 4:28 pm

Thanks. !!*ok*!!
If God had intended for man to fly, He wouldn't have given us the railroads.
User avatar
Samwolf
 
Posts: 762
Joined: Mon Aug 30, 2010 6:57 pm
Location: South Carolina, CSA

Re: The Great Script Drive

Unread postby KCJones » Sun Jun 05, 2011 12:23 pm

Here are the next pair of updates. For the FLC and GN packs. Sorry I am slowing down a bit. Real life has a habit of catching up every now and then!!!! !*!grrr!*!


FLC
https://www.humyo.com/QbMmM/RailSimulator/Script-ug-FLC/?a=6kHx5l7xMxg

GN
https://www.humyo.com/QbMmM/RailSimulator/Script-ug-GN/?a=b2n5Em-eKWc
User avatar
KCJones
 
Posts: 873
Joined: Fri Feb 13, 2009 4:05 pm
Location: UK Somewhere between Hereford and Shrewsbury

Re: The Great Script Drive

Unread postby KCJones » Sun Jun 05, 2011 1:32 pm

User avatar
KCJones
 
Posts: 873
Joined: Fri Feb 13, 2009 4:05 pm
Location: UK Somewhere between Hereford and Shrewsbury

Re: The Great Script Drive

Unread postby PapaXpress » Sun Jun 05, 2011 1:38 pm

Hi Dick,

Do you have a document on what do you did to make these changes? I am having problems modifying Mike's SW1200 (I think it stopped puffing smoke). I tried comparing the work you did with what the repaint has, but I still seem to missing something.
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: The Great Script Drive

Unread postby Kali » Sun Jun 05, 2011 8:35 pm

What have you done so far, Pap? The scripts appear to be one of my last E7 versions with the right settings added, so I bear some responsibility.
Kali
 
Posts: 1600
Joined: Mon Mar 14, 2011 1:00 am
Location: England-by-Sea

Re: The Great Script Drive

Unread postby PapaXpress » Sun Jun 05, 2011 9:54 pm

Looking over my folder, I am having a hard time seeing which change happened when. I did change the engine LUA, and some of the entries in the BIN file. I am going to start over again and this time take notes.
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: The Great Script Drive

Unread postby Kali » Mon Jun 06, 2011 12:39 am

If you had dynamic smoke at one point and it stops working ( and if there's child headlights that suddenly turn on ) you can immediately know the script has failed to start, which means you've edited it wrong. If the smoke vanishes totally on a player-driven vehicle, then you've got bigger issues - check where the driver is, if he moved then you've messed up one of the emitter children entries in the blueprint. Even if he didn't move you might have done that anyway.
Kali
 
Posts: 1600
Joined: Mon Mar 14, 2011 1:00 am
Location: England-by-Sea

Next

Return to BritKits

Who is online

Users browsing this forum: No registered users and 1 guest

cron