Route failed to clone.

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Route failed to clone.

Unread postby drivertime61 » Sun Sep 13, 2015 5:39 pm

After making several scenery and track additions to the Cajon Pass route and making sure all was working properly, I realized that I had better clone it or they would be lost in a VC, etc. When I attempted to do the clone something bad happened – the screen went pale, the “wheels spun” but nothing happened and I had to use Task Manager to get out.

I now have my “enhanced” Cajon Pass route with all the additions, everything works fine, but instead of having a unique new number, it has the original route number and after repeated attempts I am unable to clone the route. So if there should be an update, a VC is run, etc., I will probably lose all the additions. I of course have a backup copy of the route with my additions that I could use to restore them if necessary.

It’s just bugging me that I don’t have two Cajon Pass routes – one original and one with my changes – as I do with all my other upgraded routes. And my changes are therefore not protected by a unique clone route number that Steam/DTG won’t tamper with.

I guess I could run Logmate and attempt a clone again to see what it tells me. But I’d also like to get opinions on another thought: remove my Cajon Pass to the backups drive altogether and re-download the route on Steam. Hopefully, this would give me an original copy of Cajon Pass that is clone-able. Then make the clone, copy all the files in my enhanced Cajon backup and paste/overwrite them into the clone I would hopefully have successfully created. Airtight plan or full of holes?

I realize that if it works, my new clone probably won't be clone-able itself, since I would be copying over whatever issue is causing my current Cajon to fail to clone, but I'm not concerned about that.

Would appreciate your thoughts on this or any other ideas for having a proper original Cajon and an enhanced version with its own route number that would be VC proof.

My conscience is telling me I should really troubleshoot the issue and attempt another clone running Logmate, but I'm pretty good at ignoring my conscience - for a while at least.

Thanks guys.

Al
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Re: Route failed to clone.

Unread postby ex-railwayman » Sun Sep 13, 2015 6:31 pm

May I ask how are you cloning the route, do you use RW Tools, or, are you doing it in the game?

I have cloned all of my default routes and those DLC ones via Steam using RW Tools, if I do it in the game something always happens to the route, missing track, bridges and viaducts disappear, etc, etc, so, I avoid doing it through the game now and only do it with RW Tools.

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Re: Route failed to clone.

Unread postby Bananarama » Sun Sep 13, 2015 9:54 pm

Do you think you gave it enough time? IIRC, the time it takes to clone a route in RW has increased over the years. When I cloned Surfliner and Marias, each took more than 5-minutes.
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Re: Route failed to clone.

Unread postby drivertime61 » Mon Sep 14, 2015 9:11 am

Many thanks for your reply. I used the in-game cloning tool. I've never had a problem with it. And I've cloned some pretty big routes, the latest being an "enhanced" version of Hamburg-Hanover.

As for the time I gave the clone to take, I watched that spinning icon over an abnormal white paled out screen (never does this normally during cloning) for approx. 4 minutes before I got out. As an example, the Hamburg-Hanover clone took about 1 minute 15 seconds. It's currently a 525mb route.

However! I had a thought this morning. After the Cajon clone failed and subsequent inability to clone that, I was left with a Cajon route with an original route number, all my added content, but it has the new route name I was giving the clone: Cajon Pass-Enhanced. In other words, the route name is now not what it should be for the route number. I don't know if the game reads both the name and number and this would cause the problem, but later today I will attempt to change the route name back to the original Cajon Pass to match its original route number. But it may not be the solution, since the route does load and run fine.

I appreciate your help.

Al
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Re: Route failed to clone.

Unread postby drivertime61 » Mon Sep 14, 2015 2:29 pm

I ran Logmate while attempting to clone the route again. Results:

[RunTimeError 2:51:51 PM] Trace mdump.cpp : 422 = error handlers have been set
[Content 2:51:52 PM] Trace cBlueprintLibrary.cpp : 417 = Blueprint set not found : Kuju, RailSimulatorCore
[Content 2:51:52 PM] Trace cBlueprintLibrary.cpp : 448 = Blueprint set not found for: Cameras\EditCamera001.xml
[RunTimeError 2:53:07 PM] Dereferencing null pointer
[RunTimeError 2:53:07 PM]
[RunTimeError 2:53:07 PM] ASSERT(val);
[RunTimeError 2:53:07 PM]
[RunTimeError 2:53:07 PM] AssertCheck<iRouteManager::iRouteProperties *>::OnDereference()
[RunTimeError 2:53:07 PM]
[RunTimeError 2:53:07 PM] C:\build\CoreRelease\Code\\PublicLibraries\tSmartPtr.h : 517
[RunTimeError 2:53:10 PM] Trace mdump.cpp : 381 = Dump taken

Looks like, at the very least, two Blueprint sets are missing although as I’ve said the route runs fine – it just won’t clone. I have not had to deal with this type of issue before.
Any advice is appreciated.

Al
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Re: Route failed to clone.

Unread postby Chacal » Mon Sep 14, 2015 2:56 pm

Ignore the two entries about missing blueprint sets. You get that every time you run the game.
Besides, it happens more than one minute before the crash.

The run-time error at 2:52:07 could be the culprit, although I don't know what it means.
Or it may not, considering it happens two whole seconds before the dump, which is a long time for a cumputer program.
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Re: Route failed to clone.

Unread postby Bananarama » Mon Sep 14, 2015 2:59 pm

drivertime61 wrote:Looks like, at the very least, two Blueprint sets are missing although as I’ve said the route runs fine – it just won’t clone.

I believe that the standard fare for logmate reports, and those two have been missing since day one.

Try moving out all folders within the route directory, except Cajon, to a temporary location and see if you can clone the route then.
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Re: Route failed to clone.

Unread postby drivertime61 » Mon Sep 14, 2015 3:50 pm

OK will try isolating and then cloning Cajon as you suggest Hack, as soon as I can get to it.

Thanks again for your continued interest.

Al
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Re: Route failed to clone.

Unread postby drivertime61 » Tue Sep 15, 2015 11:22 am

Hi again Marc:

I removed all the other routes and attempted to clone Cajon again. No luck. Wondering if I should try moving it to backups and re-downloading it again from Steam as I described above. If it clones I could then paste/overwrite all the contents of my enhanced Cajon route into the clone. I know the clone would then contain the same cloning problem as now, but I don’t envisage needing to clone the clone.

If you’re still with me, what is the best way to re-download the route from my Steam library? Again something I haven't had to do before. I seem to remember something about unchecking Cajon in the Library list of my DLC, then re-checking it again, but not sure if that’s correct or what happens next. Or perhaps you have another idea to try first.

I guess I could also do nothing and see if the TS2016 update that will happen Thursday will do its own VC and restore the route to original standards and render it clone-able. Not a very pro-active approach though.

Thanks for sticking with me on this pesky issue. I sincerely appreciate the guidance.

Al
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Re: Route failed to clone.

Unread postby drivertime61 » Wed Sep 16, 2015 1:01 pm

Update:

I moved my enhanced copy of Cajon to backups and re-installed the route again from Steam to see if a fresh copy of the original would clone. It did not. The cloning utility is otherwise working normally; I test cloned other routes to be sure.

Guess I'll have to be content using my enhanced version, which has the original route's ID number as already explained ad nausuem, and restoring it from backups if it is ever overwritten by a Verify Cache or DTG update.
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Re: Route failed to clone.

Unread postby Bananarama » Wed Sep 16, 2015 3:42 pm

You should think outside the box - there are ways around everything. :D

You could always make a quasi-clone, and while not as convenient as using the built in feature, it will still give you what you need.

  • Move your enhanced route folder to a temporary directory
  • Make a new route using the Cajon template and name it "New Cajon" (or similar)
  • Copy all the files within your enhanced version to the new template copy except the RouteProperties.xml (each route has a unique GUID)
  • If your enhanced version used content from other routes, you'll need to check the asset filter for those items in the new route
  • If you created any scenarios from the original enhanced version, check to ensure they work as expected
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Re: Route failed to clone.

Unread postby drivertime61 » Thu Sep 17, 2015 10:50 am

"You should think outside the box....."

Yes, but my box is so cozy, familiar and, above all, safe. It's scary out there! *!greengrin!* *!greengrin!*

Nevertheless, what a great idea! I haven't ventured into the route building utility yet, but I've gotten pretty comfortable with the route and scenario editors. I looked briefly just now at a fairly well done You Tube tutorial on getting started in the TS15 route building editor and it seemed straightforward. I'll review it again, give your suggestion a go and report back. Although I may delay for a bit launching what will soon be TS2016, to see what if any issues may appear. I believe a new GUI is part of the update.

Thank you again for your guidance and for staying with me. The learning never stops with this sim.

Al
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Re: Route failed to clone.

Unread postby drivertime61 » Mon Sep 21, 2015 1:48 pm

Marc:

Having created a new route using the Cajon Pass template as you suggested, I am now ready to import the contents of my "Cajon Pass-ENHANCED" route to it. But I want to check two points:

The new route does have a "Route Properties" file - I will not overwrite it. But it also contains a "Scenarios" Folder 9.7kb. Perhaps it has to have this folder to exist? It's listed as a free roam scenario in the Drive menu. I assume I should let the much larger Scenarios folder in my Enhanced version overwrite this folder, correct?

When you mention needing to check the assets filter for assets used in my Enhanced route from other routes, you mean assets I may have added to my Enhanced route itself and not the individual scenarios, right? The DLC I added to each of the individual Scenarios (e.g. engines, cars) will import automatically with the scenarios, yes? I don't think I added any route assets from other routes to my Enhanced route, for example buildings, signals, platforms, etc. that would need to be added to the new route.

Thanks.
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Re: Route failed to clone.

Unread postby Bananarama » Mon Sep 21, 2015 1:58 pm

drivertime61 wrote:The new route does have a "Route Properties" file - I will not overwrite it. But it also contains a "Scenarios" Folder 9.7kb. Perhaps it has to have this folder to exist? It's listed as a free roam scenario in the Drive menu. I assume I should let the much larger Scenarios folder in my Enhanced version overwrite this folder, correct?

You can go ahead and use the new RouteProperties file. Checking my own route scenarios, I don't see that they're tied to the route, so you should be able to fully copy them over. If they use rolling stock from another route, however, you'll need to open those scenarios and enable those assets from the asset filter.

drivertime61 wrote:When you mention needing to check the assets filter for assets used in my Enhanced route from other routes, you mean assets I may have added to my Enhanced route itself and not the individual scenarios, right?

Yes, anything from other routes will need to be set for the new one. These parameters are then written to the RouteProperties file. Save the scenario and everything should be a-OK. :D

drivertime61 wrote:The DLC I added to each of the individual Scenarios (e.g. engines, cars) will import automatically with the scenarios, yes?

The asset filter for those scenarios will need to be reset in the scenario editor.
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Re: Route failed to clone.

Unread postby drivertime61 » Mon Sep 21, 2015 3:15 pm

Thank you Marc. Glad I asked about needing to re-acquire all those assets I imported to each of the ENHANCED route scenarios. I'll head straight for the Scenario Editor before trying to run any of them. All I would need is to crash my new route with its shiny new Route ID number before even leaving the station! *!greengrin!*
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