before I get in trouble...

jytte

route builder
Before I get in more trouble, I'd like to ask here:

I had 2 faulty assets on my layout, that I wanted to get rid of. It's a big layout, and I couldn't find them again. I took the advice of a post here, to just disable them in CMP, then "delete missing assets" in surveyor. Well, problem is, it did and it didn't. I still cannot find them anywhere (not with wiremesh on either). But they still show up in my "dependencies", and I still get error message when loading the route.

The 2 kuids in question are still on the kuid-list in the config for the layout. I want to get rid of these assets and the errormessage they incur. Can I just delete those 2 kuids in the config? Will that screw up the numbering in config (since they're all numbered 1 through 612)? Will I just get into even more trouble??

I do not want to edit the route with CCP, since I tried that with a "test board" just to try that, and the test got totally wrecked.

Please advice.

PS: in the meantime I enabled the two assets again, in case they'd show up somewhere, but NO.

continued:

I just tried to save that route under a different name, so I'd have a "test" to fiddle with.
I deleted those 2 lines in config (including number). No difference, still error message. I went into surveyor, added another asset , saved the route. When I went back into CMP, the two lines in config was right back in line.

I also tried to "replace" the two kuids (in config) with the kuids of 2 tall chimneys. (I'm trying everything I can think of). No effect, I had no tall chimneys popping up in my landscape, and by the time I saved and went back to CMP, yup, the 2 old kuids were back.

How on earth do I solve this??
 
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what if you actually remove (not merely disable) the 2 assets from your collection, then load your map, tell it to delete missing assets, then save the map.

Later on, when you're sure the 2 assets are not part of the map's dependencies, add them back into your assets collection.
 
Hello Deane,

I tried that too, to no avail, but thanks for trying.

I had the option of going back to a cdp I saved "a ton of work" ago, or "empty the tub", meaning that the two assets in question were sounds of seagulls, scattered all around my layout IN the water (these are islands with a boat sailing around them) and I just found out that I couldn't see them even with the mesh on, as long as they were under water. Ended up opting for the latter.

So, 3 hours later, after deleting square mile after square mile after square mile of water, and hundreds of seagulls, I now have a clean layout again, no faults, no missings, no error messages. PHEW. Now I just have to fill the tub again, sigh.

Important lessons learned (again): Do NOT rely on surveyor to delete anything, since it obviously doesn't really work. Use my OWN files where possible. Never EVER use assets (especially the hidden ones) until I'm damn sure they're not faulty. Last but not least, don't do TOO much work without saving to cdp in between.

I hope somebody can learn from my mistake here.

PS: another lesson learned: Do NOT deactivate the "faulty route warning system" in Trainz. I had, and that would have saved me a lot of work had I not, since I was in and out of the route many times (and would have been warned), before I spotted the "faulties" in CMP. Warning back on!
 
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Well if you say it didn't work, I have to believe you as I don't have TRS2006 installed.

All I can say is, it works in TRS2004. Removing an asset from the (\World) folder and deleting the dispatcher.chump file definitely triggers a "missing assets" screen and then the 'delete missing assets' menu definitely clears those missing assets as dependencies.

I suspect you should still be able to do this in TRS2006, but it probably also involves deleting the assets.tdx database (or whatever it's called) to force TRS to rebuild it without including those faulty assets. Something like that anyway.
 
What ever it is/was, it's weird. Because I just had another board, just a test board, with a faulty color (texture) on it. Since I had already disabled that asset (I just decided to disable all 1550 faulty assets, I've had enough of those), I went into the board and ran the "delete missing". And it worked just fine. Go figure. Maybe it had something to do with the wast number of them, I dunno. But I learned a few things in the process, so it wasn't all a waste.
 
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