shaneturner12
Tutorial Creator
When people update the same kuid, the old original asset goes away for good
Not true - it can still be downloaded using the asset history feature (or obsolete versions).
Shane
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When people update the same kuid, the old original asset goes away for good
My view on the system is that it works pretty well. If a user wants to have two separate versions of an asset for compatibility reasons, then having two separate KUIDs is the way to go.
Shane
That would be ok if not for the fact that N3V has messed up the in-game updater somehow such that not only are my splines broken, I cannot even rollback to an older version. Such a broken system can cause missing objects that will easily go unnoticed. My splines are still broken, and after an hour of various convoluted attempts to rectify this I've given up. For now the only way to prevent further occurrences is to not update assets at all, which like all things N3V is a silly workaround.
Hi Ish, thanks for your perspective. What I still don't understand about this logic - and many others have pointed this out before especially in the DLS 3.7 furore - is that an asset can be built to perfectly satisfy TANE's requirements and still be of an older build number. In fact, just now I cloned several 3.7 assets, edited the the config to read 3.5 and committed them. All showed up perfectly error- and warning-free. Yes, many prolific creators like you have thousands of uploads and it would be unreasonable to ask that all of them be backdated. But I don't think it's too much to edit a single digit in the config just before uploading and after verifying that it works in TANE. After all, 2.9 and earlier assets work fine in 3.6 today, why would new assets be any different?
If your asset was problematic in TS12 to begin with, it wouldn't pass TANE validation anyway. If your simple asset is error free in TANE, it will be error free in TS12.
The latter case is exactly the problem. I create a lot of custom content for my SEPTA route being built in TS2010. If I increment the kuid of even a single asset, say, to update the Trainz-build to 3.5 in accordance with N3V's DLS upload policy, Trainz will automatically update the expected kuid of that asset to the new increment the next time I save the route in Surveyor, even though the route is otherwise fully TS2010-compatible as well as all the content.
Whenever I build my content, I always leave the build at build 2.9, as it makes it wildly usuable through TRSZ2009 and up to T:ANE. If I release something on the DLS, for example, my Thunderbolt 1003 model, I now have to up the build to 3.5.
So change the build number on the asset in your version and there you have it.
I don't get it. You can't save a route without the build number of the route being updated to the current game version. How can there be an asset with a higher build number included in that route? - that asset will not be a valid asset for the system where the route was saved.
If your route is going to be 'fully TS2010-compatible' then it can only be created on a TS2010 system, and that 3.5-build asset could not be on that system.
I'm getting a headache from rolling my eyes. It most certainly can be, especially if the final step before uploading and incrementing the kuid is to update the TB to 3.5.
Sorry, but I still don't get it. How are you creating routes at one build number that rely on assets that have a higher build number?
Unless, of course, you are adjusting the build number manually, in which case you can certainly stuff up the versioning system. That's why route build numbers are assigned automatically for you.
Up until now, I haven't been. I've been building my route in TS2010, as a TB 3.3 route. I've been building all my content at that version number (well, actually setting it back at 2.9) and testing it in that same build, usually in my route. Now that I have to adjust my TB to 3.5 if I want to upload to the DLS, that introduces a new issue for both myself and anyone who may get my route.
Hello Ishie, nice to hear from you.
But not everyone plays the latest version for various reasons, and unnecessarily bumping up build numbers can cause problems for them and/or restricts their access to an otherwise perfectly good asset. This is what I'm trying to emphasize with this thread.