Further issues with TS2009 - possible limitation issues?

shaneturner12

Tutorial Creator
Yet again, I've run into what seems like a limitation in Trainz 2009 SP4.

If this is the case, then something is not quite right.

The details:

After approximately one hour, the following scenario happens:


Uploaded with ImageShack.us

Note the first command, and the script error list.

The first command is a Navigate To command, to the station that is showing in the screenshot - in normal circumstances,this should have disappeared.

Also, as can be seen in the screeenshot, there are a lot of script errors (regarding overflows).

Here is a link to a zipped version of the Jetlog file - I have had to zip it due to the size of the file (just over 500MB)

http://www.sendspace.com/file/tw3dmw

Anyone got any ideas why this may be happening? I am aware that I have several trains running, but as Trainz is a train simulator, it should be able to handle this.

I am open to any suggestions.

Shane
 
Unable to open it Shane, Notepad and word pad locks up and open office crashes, guess its too large?
 
It is a very large file (and yes, that's for one session).

I've resorted to using ConTEXT to open the Jetlog file.

Shane

EDIT: I nearly forgot to thank you for responding to my post.

For users who are not sure what build I'm using, it's build 44653 (SP4)
 
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Ok managed to open it in Linux. I've got a few programmers editors on there that can handle it. haven't got round to putting anything on Win7 yet, all my programming stuff is either on My Linux box or XP PC which seems to be suffering from a dodgy connection problem at the moment, system drive only works when it's power lead is waggled, need to replace it I think!


I honestly can't see anything obvious that would cause that, seems an odd one.

Were you running with debug on when this first happened? just wondering if its related to the debugger?

Could try deleting the contents of the cache\libraries? may be something in there that's got corrupted, should just reload them from the actual library on the next run.
 
The -debug switch was on during that particular recording, but the issues happen whether it's turned on or off.

Strangely enough, I did delete the cache/libraries folder yesterday.

I'm open to any suggestions on what it may be, as the game is virtually unusable after the first hour, with trains failing to follow instructions.

Thankyou for your help so far.

Shane

EDIT: Not sure if it makes much difference, but here's my system specifications.

PC Information Report
Generated using PC Information Application by Shane Turner

System Information

System Manufacturer:Acer
System Model:Aspire 5542
System Type:x64-based PC
Operating System Information
Operating System Name:Microsoft Windows 7 Home Premium |C:\Windows|\Device\Harddisk0\Partition3
Build:7601(Multiprocessor Free)
Service Pack:1.0
Status: OK

Memory Information

Total/Free Physical Memory (in GB):3.75/1.74
Graphics Card Information
Graphics Card 1
Graphics Card:ATI Mobility Radeon HD 4200 Series
Driver Version:8.892.0.0
Date of current driver:20110908000000.000000-000
Video Memory:0.25 GB (256.00 MB)

Processor Information

Processor:AMD Athlon(tm) II Dual-Core M300
Current Clock Speed:0.80 Ghz
Maximum Clock Speed:2.00 Ghz
External Clock Speed (If present):0.20 Ghz
Processor Type:64 Bit
Processor Status:OK
Number of Logical Processors: 2
Processor information can be affected by power management and certain processor features.

DirectX and Drive Information

Detected DirectX version: (This may not match any expected values) 4.09.00.0904

Drive Information:

Drive C:\ : 60.32GB Free ( 221.07 GB Capacity after formatting)
Drive D:\ : 0.00GB Free ( 0.66 GB Capacity after formatting)
 
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Any updates around when this problem started?

How about actual in game messages? wondering it that's what's causing the overflow? Something not happening out of sight generating loads of messages possibly as a result of the Industry errors?
 
It's been going on for a while, but it's only recently been becoming a problem.

Here is a list of dependencies that the route uses - it could be any of them.

I have a feeling it may be due to one of the following industries:

AJS Stations 1T, 4T or 8T
Brick Station Large
Station Platforms (various types) - the ones from the VSR site.
5 Platform 7 track station, and 5 Platform 9 track station (the 7 track one is by a user who's name starts with trainzbuff, and the 9 track one is not the trainzbuff one, but the other one.

Apologies for the lack of information, but I'm due to be going out in a few minutes, and will be able to post more detailed information tomorrow.

I have found a connection between Terminate Passenger Train/Remove Train and some of the industries, that is causing some of the Station script errors.

Shane
 
I take it you didn't solve the last set of problems either Shane as I never heard (read) of them again?
This does sound odd. Are you really sure you have not tampered with some files and settings somewhere?
Your Producer is creating and sending the messages over to your message Consumer as normal but it seems the Consumer has gone off sick and not told the producer to stop producing :confused: (well I know what I mean)
Can you run an intense system checker for a long period without problems?
Is this definitely only related to Trainz?
Or, if you have a few quid left over this weekend use it to grab a copy of 12 :p
Just thought, didn't you say before that you have used the old snowsignal BR signals? Too many of those on a route will cause a major blockage in your message pipes. Alan even told me this himself when I told him they ground my route to a halt.
 
Thankyou for the responses so far.

Yes, it appears only to be related to Trainz.

I did previously have the Snowsignal signals installed, but they were removed not long after.

I will have a look into what may be causing the issue.

The thing that annoys me is that the problems seem to start after the first hour.

I will try a couple of things, then see if the problem still happens.

Shane
 
I may be getting somewhere now.

After reverting the built-in items in my route to original (apart from a few splines, due to that disappearing object issue)

I also redownloaded the Path Library and Path Control Library.

It appears that it is behaving a bit better after the first hour, but I haven't been able to test it much beyond that.

I did notice though in my latest Jetlog that it could not find the library <kuid:401543:1077>. Is this Speedtree related, or something else? Also, I'm still getting messages regarding the buggy Achievements system that N3V should not have added to TS2009 SP4 if it does not work properly in that version.

Shane
 
I did notice though in my latest Jetlog that it could not find the library <kuid:401543:1077>. Is this Speedtree related, or something else? Also, I'm still getting messages regarding the buggy Achievements system that N3V should not have added to TS2009 SP4 if it does not work properly in that version.

Shane

Yes Shane, it's the SpeedTree library, why that is getting referenced in 2009 is a bit of a puzzle. Doubt it will cause any problems though as you won't have any SpeedTrees.
 
Ran into the similar problems with TS2010 (call it by its real name if you want, TS2009 service pack 5 :hehe: ). It appears that Trainz loads and continually processes the data for every single loco and car, running or not, regardless of how far away.

http://forums.auran.com/trainz/showpost.php?p=822229&postcount=9

I assume that's been around since at least 2004, since wulf9 wrote a script back in 2004 to address that specific problem (adds more weight to the latest thread about the community always having to find workarounds for stuff that N3V can't or won't fix!). My guess is the original programming, Trainz was billed as a "virtual model railroad" back in 2001, intended for really small routes, so the usual "player bubble" programming for 3D simulators wasn't included. Anyway, Justin Cornell and I worked on a modernized version of wulf9's script to kludge around the loose consists problem;

http://forums.auran.com/trainz/showpost.php?p=833967&postcount=13

Which helps for loose consists, but I haven't figured out a solution for AI traffic trains yet. I did try the CPC emit train on trigger, but the subroutine to disable the number of trains limit doesn't work, and every loose consist is considered a "train" even with no engine so it refuses to emit a train with more than 99 loose consists on the route. Other things I've tried, special stripped down AI loco physics spec, using only ancient low poly locos and cars with the sliding disk wheels, neither of those help. Got more than a dozen AI trains running anywhere on the route it cuts the framerates in half, so I think you could call that a limitation issue unless you have a cray to overpower it.
 
You may be right there, but it does mean that TS2009 SP4 is potentially not suitable for intensive routes like the WCML, which has more than 12 trains per hour running throughout.

Add a few branch lines, like the Birmingham New Street area and a few of the related lines, and it seems to prove a few things about Trainz.

Shane
 
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