Content Validation errors new in SP1: Tag points to a non-existent file.

TrainzDev

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There are a number of new errors thrown up by content validation in SP1. One of the common ones is:
Code:
Error: The tag 'image' in '0' points to a nonexistent file: 'thumbnail.jpg'.
This error happens when you have listed a file in your config.txt, and Content Manager did not find that file in the asset. It's normally seen with thumbnail images or icons, but you might also see it for any file resource you can call from config.txt, including sounds or twinkles smoke effects. The reason for this being an error is that Trainz will try to load the missing file (repeatedly, every time it needs it), and this will result in increased disk activity and degraded performance.
This can be as simple as a spelling error or typo. Is the screenshot really called 'thumbnail.jpg', or is it actually called 'screenshot.jpg'?
It could also be a misplaced file. Is it in a subfolder? If so, provide the proper path to the file relative to the base of the asset, e.g. 'art\thumbnail.jpg'.
There are a few cases of overzealous cut'n'paste where the config.txt references a file that the author never intended the asset to have. It has been accidentally copied in from another asset with a bunch of other tags, and may not be useful or relevant. In these cases, the entire line (or section) can be removed.
In a lot of cases though, the file is necessary, and simply isn't there. Despite the config.txt claiming to have a screenshot, the author simply forgot to copy it into the folder. In this case, the file needs to be created.

It should be noted that this is not the same warning as an asset that should have a thumbnails container and doesn't have one. That warning is still a warning, and has not been upgraded to an error.
 
By far, the biggest problem I have in repairing assets I have downloaded is missing files. Isn’t there some way for DLS to check files that are not all there? Don’t get me wrong, I think it’s great that DLS allows users to upload files, it’s just frustrating when you find something that looks great, and when you download it, there are missing dependencies, missing textures, missing meshes, etc.
 
williamspurlock;bt2700 said:
Isn’t there some way for DLS to check files that are not all there?



Yes, there is -- and this is part of it. We already verify meshes and the textures they use before -- but this new error means we now also verify textures and other files that are referenced directly from the config file. As the DLS runs the same error checking that Content Manager uses, no new uploads will be accepted with this problem.


Old content (uploaded before the new error was introduced) will be put through the DLS repair process.


You should see the quality of the content on the DLS improve as a direct result of this change, although it will take the community some time to work through all the old content in the repair process.
 
Awesome... So how can get the authors of the older content to go through the repair Process and fix the faulty items that still exist on the DLS.. is there a way to maybe send a message via the forums PM system to the Author of a faulty Item and ask them to take another look at a faulty piece of content ... I know that If I put up a piece of content and it was faulty I would like to know... so I could fix it...
 
targanon;bt2712 said:
Awesome... So how can get the authors of the older content to go through the repair Process and fix the faulty items that still exist on the DLS. Is there a way to maybe send a message via the forums PM system to the Author of a faulty Item and ask them to take another look at a faulty piece of content ... I know that If I put up a piece of content and it was faulty I would like to know... so I could fix it...

Content Creators were notified by email to the address they specified in their Planet Auran profile. Content creators are given a period of time to fix the assets themselves, after which the DLS repair process allows other community members to repair the assets and upload the repairs to the DLS.
 
Hi James,

As you've mentioned the DLS Cleanup, I don't feel that I'm going off topic. Is it possible to have a blog relating to issues that arise from taking part as a repairer. I have had a few issues recently that have caused me to contact the Help Desk but I'm sure you know how busy the Help Desk can get. If there were a blog then more than just one repairer will see the answer to problems that they may also encounter.

Cheers,

Neil
 
Two of the biggest content issues resulting in warnings for a large portion of my over 1200+ items on the DLS are:

(a). A uniform (ie; one color) texture.

(b). A pre-build 2.9 version number that is no acceptable (but has no other problems except maybe the uniform color issue).

While I am working around the (a) problem I am more concerned with (b) and the workload I may have to accept in the coming years as you begin to no longer accept earlier build version numbers with content items. I hate to think how much potential work this might create for me if there is no other problem with my content items except for the build number. There needs to be some common sense applied here I think in how this is handled.....

BTW I have TRS2012 SP1 with all hot fixes installed.
 
This would be the largest issue I have seen in the content I have as well, however a good deal of it is not my work so I can't fix it.. however I'm sure there would be an easy way to fix the build number issue.. using a little bit of batch file editing.. you could even fix the Uniform color issue, in the same batch file using the PEV tools. I'm going to be looking at that as soon as I get home I may end up with a large number of locally modified files but at least they will all work .... I hope.....
 
I think a simpler solution would be for N3V to quit warning about older build numbers for content items IF there are no other problems present for a content item. The alternative is that every content developer will every few years have to update content item for no other reason then the build number. Updating massive amounts of content for such trivial things is a tremendous and unnecessary work burden - again assuming there are no other issues with a content item. I don't want to have to keep updating these items forever - it takes away from my scarce free time to create things that are new which I would much rather do.
 
MSGSapper;bt2730 said:
I think a simpler solution would be for N3V to quit warning about older build numbers for content items IF there are no other problems present for a content item. The alternative is that every content developer will every few years have to update content item for no other reason then the build number. Updating massive amounts of content for such trivial things is a tremendous and unnecessary work burden - again assuming there are no other issues with a content item. I don't want to have to keep updating these items forever - it takes away from my scarce free time to create things that are new which I would much rather do.

Exactly my point too, for example I have created a corona (among some others) many years ago for TRS04 with version number 2.4 that works perfect in all versions of Trainz including TS12. Except with a warning now that content with version number 2.4 are not accepted or too old, obsolete or such. The corona works perfectly as is and has no other issues I am aware of. There is also a thumbnail with it and the version number is the only warning given.

What issues, if any, would an old version number of this Kuid create down the track in years to come? As this Kuid, as is, works as intended and will still do so with a version number change in its configuration to, say, 3.5 or such without that warning. Now multiply this error message to getting this many times more for some content creators who might have made older content which still works as intended except with such "old version being obsolete" or such warnings . Personally, I can and will not go back anymore to correct such content as when this was made in the past, it was accepted without any errors because someone on your end thought this might help the running of whichever version of Trainz was current at the time. I personally have better things to do than go back into the past to fix things which are (to my mind) working correctly, such version numbers being obsolete warnings excluded obviously.

Hardly a creator's fault I think.

VinnyBarb
 
The 'obsolete build number' leads to many frustrations during the creative process to me (at least) and it's taking my time I could spend creating new things. I want my assets to be compatible with as many Trainz versions as possible. Most of my assets work error-free in TRS2004 as well as in TS12 SP1 but I can't upload them to DLS due to the 'obsolete build number' issue. I'm at a process of preparing a set of assets which require an invisible track. The package will be TS2009+ compatible due to some tags available only in TS2009+. That's no problem but the problem is THERE is NO way to create an invisible track for TS2009!!! You can make such for TS2010, you can make such for TRS2004, 2006, TC but no for TS2009! That way I had to prepare 2 versions of my package: one which I'll upload to my site has such track created for TRS2004+ (and the rest of assets is 2009+!) and the second package will be on DLS but because of the impossibility to create a TS2009+ invisible track the package will be TS2010 compatible. That's weird, isn't it? When I'm thinking of this stupid policy, I always become angry and frustrated. Please, explain me the importance of such thing? Performance??? Hahaha - so why oh why 1/2 of built-in assets are in fact built 2 and have no warnings????
 
The reason they have no warnings is that they are not checked unless cloned/opened for edit and recommitted.

It's in line with N3V's Lifecycle policy though, although one should not be uploading content with a trainz-build lower than the oldest supported version anyway.

Shane
 
As my father used to say 'I understand it but I can't get it'. It's better to have creators abandon their work than 5 people not buying newer Trainz releases because the old version is good for them, is this the point?

If the CMP validator is so strict then why does it 'pass by' real errors like no texture file in an asset (I mean such texture is put on the model in Gmax but forgotten to be put in the folder before committing in CMP) ? Such object apear in TS12 with white fragments but is error free in terms of CMP.

I'm quite new to Trainz content developement (2 years), it is a big satisfaction to me to do it. But instead of logs under my feet I expect Trainz team to respect also my work. Especially because I do it for fun, not for money. What I get in reverse (not from users!) is disappointment and frustration because 'I did something for older version'. I feel then like I was given the famous 'Kozakiewicz gesture' from the Moscow 19080 Olympic Games from N3V:

fa7f4276-a2ec-4b58-9fd7-c59c873ab4a8.file

But he did it in reverse to Russian spectators whistling.
 
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Coming back into trainz, what is now the lowest accepted level of content creation? 2006 and newer? Also, are there samples now out there (config files and such) to help us learn how to build content??
 
whecsailorjr;bt2998 said:
Coming back into trainz, what is now the lowest accepted level of content creation? 2006 and newer?

The earliest version the DLS will accept at the moment is trainz-build 2.9 - TS2009.

Also, are there samples now out there (config files and such) to help us learn how to build content??

Documentation is now managed via the Content Creation pages of the TrainzDev Wiki. There are examples offered as downloads from there too, although not every content type is covered. Some content is vastly different now (e.g. trees and splines), while other content will be very familiar in style (e.g. locomotives), having changed little other than the level of mesh detail and texture resolution now being applied...
 
Hi James,
1. Would it be a good idea that grid border line thicker to difference them when they are enlarge.
2. Would it be possible to have drawing lines independant of rules measuring lines.
3. Is there a way to identefy grid with numbers or letters.
4. Would it be possible to have more clear the rules measument numbers. Also often, when I clic the arrow it reach an other one. Is there a trick to over pass this.
G44B
 
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