What does blueprints.pak do, after all?!

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What does blueprints.pak do, after all?!

Unread postby Machinist » Tue May 08, 2012 9:43 am

I’ve heard that’s a list of provider's folders' files to speed up loading/resuming a scenario. Well, another day during one hour long I did an extensive test using, and not using, cache files and noted down:

1) If it speeds scenario loading is not more than 10-20% faster compared to when the cache doesn’t exist yet. If this is the unique reason, IMHO isn’t worth compared to the problems the cache files use to cause to users.
2) Once created, cache files are not regenerated, ie refreshed with any new file(s) added to game, so that’s the reason why RSC recommends to clear cache every time you are starting TS2012, to avoid problems (out of caution).

And here starts the problems I having been seen every day on forums.

Every time you add a new single file to the game (of any asset or route) you should refresh the cache, otherwise you may have problems (not always, it depends of sort of object). Also is valid when creating blueprints files or even when scenario’s writer adds a scenery object in a new bin title file. A dramatic and very exemplificative case:

1) I deleted an engine file, started TS2012 and tried to load a scenario using that engine. The cache was created not holding the name of engine file.
2) Tried to load the scenario 3 times and, of course, it failed.
3) Whilst still in game (I just exited the failed scenario) I added the engine file to its folder and tried to load the scenario 3 times, it failed in all attempts.
4) Then, whilst still in game, I cleared game’s cache (using my batch file for this, no need to exit and restart TS2012) and loaded the scenario, now successfully. This is why the new cache was holding now (because was recreated) the name of engine file.

Bottom line:
1) You don’t need to clear cache: if you didn’t add any file to the game since last time you played the game; or if you are sure that the new assets added will not be used by a scenario you are going to play.
2) You have to clear (update or refresh) cache if you added a new file that will be used in the scenario you want to play.

Very bottom line (no news at all): Do clear cache every time you start TS2012, or you added new files into the game. And if you want to save time (that's a new tip) you can clear whilst in game but only before loading a scenario (not while playing the scenario).

At my side (personal choice, by my own risk, because I’m often adding new files into the game) I have found another useful and wonderful trick, this Steam’s preload setting command(*):
Code: Select all
-DontUseBlueprintCache

(*) On Steam | Library | Installed Games list (to the left of screen) | right click on Train Simulator 2012 | left click Properties | General tab | Set launch options (for advanced users only! stated by Steam on the screen!)

No more cache files are created, therefore I never more had any problem since I started to use the setting a couple weeks ago. Remarking: it’s my personal choice, I’m just sharing what I found, which is working flawlessly to me, due to the way I play the the game, ie most of time creating new files (usually blueprint files) to be used on scenarios.

Cheers,
Doc.
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Re: What does blueprints.pak do, after all?!

Unread postby dieseldown » Tue May 29, 2012 5:54 am

Since May 25th I've been unable to load any scenario that uses DD40X diesel with error ex: 'can't load rail vehicle- DD40x_6936 Broken consist' So I looked under the DTM folder to see DD40X and under that are folders : 6936,Input Mappers,Type01,Type02 and file blueprints.pak. That's when I saw the above article by Machinist. So I applied the fix "select all -Don't use blueprints cache". I don't know if I entered it correctly or not, It goes in on 1 line. Anyway I still can't load that diesel. So next I renamed the blueprints.pak file to blueprints-sav.pak and still can't load any DD40X scenario.I don't know what files/folders I'm suppose to have or not have.Any help is greatly appreciated.
Thanks,
Paul
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Re: What does blueprints.pak do, after all?!

Unread postby arizonachris » Tue May 29, 2012 6:52 am

Have you verified the game files? Open Steam, go to Libraries, right click on TS2012> Properties> Local Files> Verify. You may have to do that a couple of times before Steam comes back with no errors. That's you first step. It gets worse after that. **!!bang!!**
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Re: What does blueprints.pak do, after all?!

Unread postby dieseldown » Tue May 29, 2012 7:17 am

Thanks arizonchris, I ran the verify and had 132 files failed verification and will be reacquired. So now does that mean Steam will replace all the failed files?? And I guess I should run another verify after the files are updated.

This just in *!!thnx!!* Another success story !*YAAA*!
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Re: What does blueprints.pak do, after all?!

Unread postby Machinist » Tue May 29, 2012 10:00 am

diesel down wrote:So I applied the fix "select all -Don't use blueprints cache". I don't know if I entered it correctly or not, It goes in on 1 line.
In the CODE window, click on "SELECT ALL", browser will copy the whole correct code (-DontUseBlueprintCache) with "minus" signal before and no spaces, and then you just need to paste it into Steam command line.
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Re: What does blueprints.pak do, after all?!

Unread postby dieseldown » Tue May 29, 2012 10:32 am

Thanks Doc, I didn't know the function of "Select All' and I was able to inject that into the line ahead of the minus sign stuff , good grief, and I'm a programmer.

Later,
Paul
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Re: What does blueprints.pak do, after all?!

Unread postby arizonachris » Tue May 29, 2012 11:09 am

Paul, Steam will always replace any missing files for you. You need not do anything else. But, I usually run the verify on RW until I get no more missing files. And I do a verify each time RW does a "ninja update".
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Re: What does blueprints.pak do, after all?!

Unread postby dieseldown » Tue May 29, 2012 2:55 pm

Thanks for all the help guys, all the DD40X scenarios now load correctly. maybe I should change my name to 'diesel up'. Noooooooooooooooo... not really. Big Jacks Climb is still Big Jacks Flop. Will this ever get fixed or am I missing something?
Did anyone get Big Jack to climb?
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Re: What does blueprints.pak do, after all?!

Unread postby arizonachris » Tue May 29, 2012 6:19 pm

Who's scenario, and what route is that on Paul?
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Re: What does blueprints.pak do, after all?!

Unread postby dieseldown » Tue May 29, 2012 7:58 pm

If I did this right !**conf**! here's the link: viewtopic.php?f=6&t=4902
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Re: What does blueprints.pak do, after all?!

Unread postby arizonachris » Wed May 30, 2012 2:07 am

I never did get RSC's DD40X to run right as far as physics. The original that Cesar (Lord Mannu) created works fine. So that "stretch limo" never did more than 10MPH in that scenario, unless you edit and add more motive power.
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Re: What does blueprints.pak do, after all?!

Unread postby Machinist » Wed May 30, 2012 9:02 am

arizonachris wrote:I never did get RSC's DD40X to run right as far as physics. The original that Cesar (Lord Mannu) created works fine. So that "stretch limo" never did more than 10MPH in that scenario, unless you edit and add more motive power.
Yep, as most of RW3 engines DD40X is also overpowered, so... a run around is split the consist before depart, or when crawlling up hill, no need of edit scenario... *!!wink!!*
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Re: What does blueprints.pak do, after all?!

Unread postby Chacal » Thu May 31, 2012 12:37 am

arizonachris wrote:I never did get RSC's DD40X to run right as far as physics. The original that Cesar (Lord Mannu) created works fine.


RSC's DD40X is also created by Lord Mannu, as far as I know.
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Re: What does blueprints.pak do, after all?!

Unread postby PapaXpress » Thu May 31, 2012 12:45 am

It is. That is why he is giving his RW2 customers an upgrade (price?).
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Re: What does blueprints.pak do, after all?!

Unread postby arizonachris » Thu May 31, 2012 2:07 am

PapaXpress wrote:It is. That is why he is giving his RW2 customers an upgrade (price?).


No, RSC (I think it was Derick) made their own model, in fact three liveries. Cesar updated his original to RW3 standards, and gave the upgrade free to original buyers.
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