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General question about the new blueprint editor look

Posted:
Sat Sep 28, 2013 5:30 pm
by dogmouse
Hi,
Is it ok to presume that the blueprint editor works more or less the way it did, and that it just got a new GUI face lift, or were there any major changes as to how it functions?
I havent seen any new help docs about it yet, and was just wondering.
Thanks
Rich
Re: General question about the new blueprint editor look

Posted:
Sat Sep 28, 2013 5:38 pm
by mrennie
dogmouse wrote:Hi,
Is it ok to presume that the blueprint editor works more or less the way it did, and that it just got a new GUI face lift, or were there any major changes as to how it functions?
I havent seen any new help docs about it yet, and was just wondering.
Thanks
Rich
I've been using it all day and, at least as far as blueprints for engine building are concerned, it seems to be just a cosmetic change. Took me a moment to find the Preview button - because it's no longer a button but located in the File drop-down menu.
Cheers,
Mike
Re: General question about the new blueprint editor look

Posted:
Sat Sep 28, 2013 5:47 pm
by dogmouse
Thank you Mike! I made that same discovery, just this morning!
Cheers.
ps., I think I like the newer look.
Re: General question about the new blueprint editor look

Posted:
Sat Sep 28, 2013 7:32 pm
by PapaXpress
There is more.
- You can copy and paste items and whole list of items.
- You have tabs so you can have multiple blueprints open.
- The bug where you were limited in how many XML nodes you can have in your control list is gone.
- You have full access to an items Matrix (which you can copy and paste).
- Exporting is faster.
- You can export LUAs.
- You can open files from the item in the blueprint (no more hunting the tree). LUAs will open to your favored editor.
- You can preview when needed (though I have to try if it will if the game is open).
- You can export changes while the game is up (say in the "play again" screen) and it will not crash the game.
- Logging is much more readable and errors can be filtered.
What I have not checked:
- LocoInformation will get copied over
- Included/Required LUA files will get compiled and exported
I am retooling the build process I had created to work around some of these things. Overall the BPE is making things easier for me to do and all I am missing is the 'Export' button. I really like this upgrade.
Update!
There is more!
- If you see an error in the log, click on it and it will take you to the offending item in the blueprint
- Included/Required LUA files DOES NOT get compiled and exported
- As you modify the Blueprint it checks and adds/removes errors and warnings from the log
- Copy As BlueprintID will fill in your Provider/product when you paste over a BlueprintID section
Re: General question about the new blueprint editor look

Posted:
Sun Sep 29, 2013 5:29 am
by mrennie
PapaXpress wrote:[*]The bug where you were limited in how many XML nodes you can have in your control list is gone.

If only they'd done this in time for the Connie! There were things I wanted to do, that I had to exclude simply because there was no more room in the control list.
Re: General question about the new blueprint editor look

Posted:
Sun Sep 29, 2013 3:59 pm
by PapaXpress
We ran into this as well for the GP40. What I did was write a post build script which added the controls to the BIN file. The problem was never in the game, just in the BPE. I am happy I don't have to deal with that anymore. Not that it didn't work well, it was just additional work I didn't want to setup for the next package we are working on.
The copy/paste is awesome... Have I said I loved this upgrade?
Re: General question about the new blueprint editor look

Posted:
Sun Sep 29, 2013 4:20 pm
by BNSFdude
BPE2 in the words of Matt Peddlesden, "BPE2 is sex on a stick."
Re: General question about the new blueprint editor look

Posted:
Sun Sep 29, 2013 7:13 pm
by Bananarama
BNSFdude wrote:BPE2 in the words of Matt Peddlesden, "BPE2 is sex on a stick."
It would be nice to be able to see this sexy BE2 for myself.

Re: General question about the new blueprint editor look

Posted:
Sun Sep 29, 2013 7:16 pm
by BNSFdude
Does it not work for you? I'd recommend verifying if it doesn't, I had to do that when opting out of "beta".
Re: General question about the new blueprint editor look

Posted:
Sun Sep 29, 2013 7:20 pm
by Bananarama
BNSFdude wrote:Does it not work for you? I'd recommend verifying if it doesn't, I had to do that when opting out of "beta".
Nope. BE2 doesn't run under Win XP.

Re: General question about the new blueprint editor look

Posted:
Tue Oct 01, 2013 7:19 pm
by MG2
Yes it does run under XP. All you need to do is create a "Temp" folder in your main "Railworks" folder and run Railworks itself, than close it and you'll find it working. But your problem will be replaced by another as soon as you run it after creating a "Source" folder, namely a traditional send/dont send error

Re: General question about the new blueprint editor look

Posted:
Sat Oct 05, 2013 7:41 pm
by trainperson210
sorry if this is the rong place but.... I have been looking into changing the big boys top speed and so far I have found my way over to the blueprint editor, but I have no idea how to begin from there, or even load the big boys information. Not looking for anyone to hold my hand through it all but if you could tell me how to open it and whether or not I'm actually going in the right direction that would be awesome! thanks! :)
Re: General question about the new blueprint editor look

Posted:
Tue Oct 22, 2013 10:45 pm
by PapaXpress
YES!
F7 will export the current BP you are on.
F8 will preview
Re: General question about the new blueprint editor look

Posted:
Tue Oct 22, 2013 11:48 pm
by Bananarama
BE2 updated with v38.3a, yet it still doesn't run.

Re: General question about the new blueprint editor look

Posted:
Wed Oct 23, 2013 12:30 am
by PapaXpress
I am still scratching my head on that.