Andi06 Double Slip

PeteC9008

Active member
Hey All.

Im trying to figure out if anyone has taken the Andi06 double slips (Pic below) and used his scripting etc to remake them?? I'm looking at different angles, ballast etc. Just want to see if anyone has done it already..??

Andi06-Double-Slip.jpg
 
Thanks John, I intend to stay in trs19 with this. I'm surprised that I can't see any more creators that have taken advantage of it to make double slips...
 
Thanks John, I intend to stay in trs19 with this. I'm surprised that I can't see any more creators that have taken advantage of it to make double slips...
I'm not quite sure how to say this, andi06 was not a professional programmer but tried to do some quite complex things. I worked IT for a number of years and I once spent six months full time cleaning up a sales ledger program that another programmer had modified. The company prayed the code would hold together as I tried to work out what they had done. I wouldn't like to try to clean up Andi06's code and wouldn't expect it to work perfectly even in earlier versions of trainz. Another professional programmer I know has looked at his code and was less than impressed.

If it works cross your fingers and it may continue to work. Do be aware that in some versions of trainz the variables from one script can interfere with another script unless you code carefully so adding another scripted asset sometimes caused odd things to happen. One of my wagons would cause the game to crash when another particular scripted asset was added. I never did find the other asset that caused the problem. Used alone they were fine.

Cheerio John
 
The other thing to remember is the asset was built and the script written for trainz-build 2.7. TS19 is around 5.0 some functions available in 2.7 are no longer available in 5.0.

Cheerio John
 
Okay. Thanks John. What do you suggest is the best way to make a decent double slip at the moment then? If the Andi06 ones might not be stable for modification...?
 
Just a comment, Andi06's scripts are not the most robust in the world and scripting tends to change on each trainz version.

Cheerio John
I'm not quite sure how to say this, andi06 was not a professional programmer but tried to do some quite complex things. I worked IT for a number of years and I once spent six months full time cleaning up a sales ledger program that another programmer had modified. The company prayed the code would hold together as I tried to work out what they had done. I wouldn't like to try to clean up Andi06's code and wouldn't expect it to work perfectly even in earlier versions of trainz. Another professional programmer I know has looked at his code and was less than impressed.

If it works cross your fingers and it may continue to work. Do be aware that in some versions of trainz the variables from one script can interfere with another script unless you code carefully so adding another scripted asset sometimes caused odd things to happen. One of my wagons would cause the game to crash when another particular scripted asset was added. I never did find the other asset that caused the problem. Used alone they were fine.

Cheerio John

John, You are talking well outside your range with these waffles.
 
John, You are talking well outside your range with these waffles.
We're talking about roughly TRS2006 I copied an existing script, I think it was one of Paul Hobbs and the game crashed when another scripted asset was added. Andi06's superscript script for example has caused problems in the past. Scripting these days in TS19 should be more solid but that is not the version this asset was scripted for. Andi06 did some very nice models for example the pullman set but the CRG had to sort out the associated scripts.

Perhaps you are doubting I was a professional programmer before I retired?

Cheerio John
 
No I actually don't care who was a professional programmer at some point or any of that it means absolutely nothing here. I think your own errors have very little to do with someone's outdated code and have more to do with your lack of understanding. That is all I am saying here. You do not understand what you speak about.

Pete (OP) was asking if anyone had made attempts here, and idk if anyone has, but Andi or his code would likely not be the main obstacle. Andi most likely wrote great code using what he had at the time and sometimes we can only do so much. To come here and in more than one post imply otherwise especially in light of some of your previous postings is comical. I am not 100% sure, but I am still fairly sure most of the amazing script code used in this sim wasn't written by a professional programmer, sometimes one could doubt some of the main game code was, but that's beside the point.

So I post in encouragement of the OP. Dig into it, see how it works. Find out if it does have issues if any of its functions were updated, because there is no guarantee they do.
 
No I actually don't care who was a professional programmer at some point or any of that it means absolutely nothing here. I think your own errors have very little to do with someone's outdated code and have more to do with your lack of understanding. That is all I am saying here. You do not understand what you speak about.

Pete (OP) was asking if anyone had made attempts here, and idk if anyone has, but Andi or his code would likely not be the main obstacle. Andi most likely wrote great code using what he had at the time and sometimes we can only do so much. To come here and in more than one post imply otherwise especially in light of some of your previous postings is comical. I am not 100% sure, but I am still fairly sure most of the amazing script code used in this sim wasn't written by a professional programmer, sometimes one could doubt some of the main game code was, but that's beside the point.

So I post in encouragement of the OP. Dig into it, see how it works. Find out if it does have issues if any of its functions were updated, because there is no guarantee they do.
And I'd suggest looking at more modem scripts as a basis then working from there would be more likely to succeed and starting simple and working up from there would help as well. By the way I have never written a script in trainz, I took one look at the way memory was unprotected and took the view the safest way was to reuse other scripts that had a large following.

Cheerio John
 
By the way I have never written a script in trainz...

Yes that is apparent, and as such, you have no real clue what you are saying. The real best advice is to start in the version you are using and follow it's included libraries.

You took a look at the way memory was unprotected? You used to work in IT? You were a professional programmer? yeah okay this is just rambling about irrelevant nonsense. The volume of drivel you add to your posts does not make you sound as smart as you think and adds nothing to the conversation.
 
Yes that is apparent, and as such, you have no real clue what you are saying. The real best advice is to start in the version you are using and follow it's included libraries.

You took a look at the way memory was unprotected? You used to work in IT? You were a professional programmer? yeah okay this is just rambling about irrelevant nonsense. The volume of drivel you add to your posts does not make you sound as smart as you think and adds nothing to the conversation.
So your suggestion would be to start from a script first uploaded in 12th Aug 2004 for TRS2004 and by has now had twenty revisions, which to me is an indication this wasn't solid to start with and assume the OP can fix it?

Cheerio John
 
The original question seems to be more about changing the mesh itself with a different geometry and material updates. Is that correct?

Both the Andi Smith Double Slips on the DLS rely on the <kuid2:122285:79000:3> JK Code Library that is on the CRG's repair list due to obsolete functions. If someone made a new or revised asset (different materials, etc) using that library then it would almost certainly fail on an attempted upload to the DLS. The validation rules keep changing so one can never be certain about that. Those slips will probably continue to work ok for a while using compatibility mode.

The CRG will have a look at the script library problem but there are no guarantees it can be repaired or, more importantly, behave as it did before. It doesn't look to me like a simple repair and may take some time to fix.
 
Hey PCAS.

Yes that would be the intent! I know nothing of scripting myself yet so would be a case of new mesh and attachment points to the geometry I want along with texturing to match Samplaires track systems... if I only made them locally and didn't upload to the DLS I assume they wouldn't have to pass validation and (as long as I dont inadvertently affect the Andi06 script) would work fine...?

I would love to understand scripting enough to make it work for a double slip, as I can definitely sculpt something decent in Blender!

Thanks for your input 😊
 
These assets get their mesh parts from a mesh library and the textures from a texture library. So, it would be those libraries that would need updating to change the geometry and textures. I haven't checked but I think the associated libraries, other than the script library, are fine. Note that the CRG has no remit to update mesh or texture libraries unless they are broken. There are exceptions but on a case by case basis.

It's way too early for me to say that any project of yours might work.
 
Both the Andi Smith Double Slips on the DLS rely on the <kuid2:122285:79000:3> JK Code Library that is on the CRG's repair list due to obsolete functions.
I'm wondering if @norfolksouthern37 would like to apologise for his intemperate comments? John is a valued member of our TCWW community and did not deserve that kind of abuse. (Those of us familiar with Andi's scripts were aware that they were 'of their time' and would require some significant revision/updating.)
 
I'm wondering if @norfolksouthern37 would like to apologise for his intemperate comments? John is a valued member of our TCWW community and did not deserve that kind of abuse. (Those of us familiar with Andi's scripts were aware that they were 'of their time' and would require some significant revision/updating.)
The OP got his answer, norfolksouthern37 was not aware of the many background discussions we've had over the difficulties with Andi's scripts as new versions of trainz have come out and he might not have been aware that Andi was a member of our group. I think the best thing to do is simply let the matter rest.

Cheerio John
 
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