2014 is here

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Re: 2014 is here

Unread postby Chacal » Fri Sep 27, 2013 3:30 pm

Shouldn't be a big problem because .ap files are just .zip files with a new extension.
There's plenty of libraries for managing .zip archives that Mike can use.
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Re: 2014 is here

Unread postby buzz456 » Fri Sep 27, 2013 3:39 pm

I have all the above mentioned files and C&O ver5 runs just fine. I have run most of this route (which I have run dozens of times) and see nothing missing nor any milk bottles. The program is finding the stuff from somewhere.
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Re: 2014 is here

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 27, 2013 3:40 pm

Chacal wrote:Shouldn't be a big problem because .ap files are just .zip file with a new extension.
There's plenty of libraries for managing .zip archives that Mike can use.


Probably, he is a clever programmer. But isn't there a distinction between the individual .bin files and the "zipped" ones? Which one has higher priority, and how does the route know were to look?
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Re: 2014 is here

Unread postby BNSF650 » Fri Sep 27, 2013 3:46 pm

How come all the locomotives dont have the Lamps thing?
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Re: 2014 is here

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 27, 2013 3:46 pm

buzz456 wrote:I have all the above mentioned files and C&O ver5 runs just fine. I have run most of this route (which I have run dozens of times) and see nothing missing nor any milk bottles. The program is finding the stuff from somewhere.


And running LogMate tells you nothing is missing/mislaid in its own somewhat abstract way?

For me, removing that PONtrack.bin did the trick apparently, after I have cleaned out the garbage.

Without real and proper logging and error reporting it is very difficult to sort these problems out. Player's mileage varies greatly in this game. !*don-know!*
I still don't rule out the "Kuju syndrome", even though most files reside in those .ap files. But if you start adding the same ones back in? It is probably the total file references that matter, some magic digital numer like powers of two.
Last edited by _o_OOOO_oo-Kanawha on Fri Sep 27, 2013 4:12 pm, edited 1 time in total.
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Re: 2014 is here

Unread postby latimers » Fri Sep 27, 2013 3:50 pm

Ah, so you're saying if a route before went looking for (for example) Assets\Kuju\RailSimulatorUS\scenery\procedural\us_wall_drystone01.bin and it's not there any more, the new game engine will have it look in RailsimulatorUSAssets.ap which is in the Assets\Kuju\RailSimulatorUS folder.

Similarly if it used to look for Assets\RSDL\Foliage01\scenery\vegetation\bush_hedgeline01.bin, it will be able to find it in FoliageAssets.ap which is in the Assets\RSDL folder.

Do we know that's the case, or is it a bit of a guess at the moment?

Of course, RW_Tools wouldn't know that yet until Mike's had a chance to update it.

Mike is working on RW_Tools but didn't get an advanced copy of TS2014 so has just been able to get started. He's also had a bit of trouble trying to get his installation to update to TS2014 so that's set him back a bit too.

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Re: 2014 is here

Unread postby BNSFdude » Fri Sep 27, 2013 3:53 pm

BNSF650 wrote:How come all the locomotives dont have the Lamps thing?

If you mean headlight flares, its because it has to be added as a blueprint I believe.
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Re: 2014 is here

Unread postby _o_OOOO_oo-Kanawha » Fri Sep 27, 2013 4:00 pm

BNSFdude wrote:
BNSF650 wrote:How come all the locomotives dont have the Lamps thing?

If you mean headlight flares, its because it has to be added as a blueprint I believe.


So it is not a corona that usually is a node to the 3D model?

Headlight projectors can be swapped in the blueprints. That's where RW_Tools comes in handy.
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Re: 2014 is here

Unread postby BNSF650 » Fri Sep 27, 2013 4:15 pm

How does one add it to a unit??
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Re: 2014 is here

Unread postby BNSFdude » Fri Sep 27, 2013 4:22 pm

No clue. Once they show me, I'll post up a tutorial here.
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Re: 2014 is here

Unread postby BNSF650 » Fri Sep 27, 2013 4:26 pm

I cant get the custom edit to work in quick drive what should i do ?
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Re: 2014 is here

Unread postby Chacal » Fri Sep 27, 2013 4:33 pm

latimers wrote:Ah, so you're saying if a route before went looking for (for example) Assets\Kuju\RailSimulatorUS\scenery\procedural\us_wall_drystone01.bin and it's not there any more, the new game engine will have it look in RailsimulatorUSAssets.ap which is in the Assets\Kuju\RailSimulatorUS folder.

Similarly if it used to look for Assets\RSDL\Foliage01\scenery\vegetation\bush_hedgeline01.bin, it will be able to find it in FoliageAssets.ap which is in the Assets\RSDL folder.


Yes, that's about it.
latimers wrote:Do we know that's the case, or is it a bit of a guess at the moment?


It is observed behavior, according to a post on UKTrainsim.com.
And really this is standard behavior for games. For example, Python, a programming language used in many games and similar to lua, works this way. It makes it easy for users to replace default code with their own.
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Re: 2014 is here

Unread postby Arklight » Fri Sep 27, 2013 5:33 pm

A few of my Add-on trains are missing after the update (GP38, Genesis, etc..). *!sad!*
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Re: 2014 is here

Unread postby mrennie » Fri Sep 27, 2013 5:47 pm

BNSFdude wrote:No clue. Once they show me, I'll post up a tutorial here.


I'll see if they can show it to me ... I'd like to add it to my models.
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Re: 2014 is here

Unread postby buzz456 » Fri Sep 27, 2013 5:57 pm

Arklight wrote:A few of my Add-on trains are missing after the update (GP38, Genesis, etc..). *!sad!*


Which GP38? My Genesis is still there. It's in the G-TraX folder. See if it's there.
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