Of USRA Cabs and Tariacuri ore cars...am I missing something?

sawyer811

MKT Forever and always
man, I'm beginning to realize why steam engines were phased out for diesels...even their virtual bretheren are nothing but trouble! :o

okay, I finally got around to modding a few of my wgkandsk payware steamers, and part of that was swapping the as-delivered cabs (which were the built-in PB-15 ones) for a slightly-more prototypical USRA cab by ben neal (bdaneal). However, once I started running them in trainz, I kept getting error warnings up the wazoo, one of which was a stack-dump error that wasn't there before (for that matter, none of them really were). I had had this problem before on the 2-8-0 I got from wgkandsk, and the problem resolved itself by simply opening the "view errors and warnings" tab on the asset (in this case the cab...there were no errors at all, by the way). However, upon further investigation, I found that none of the 3 engines (the 2-8-0, a CB&Q 4-8-4, and an SP Mt-4 4-8-2) had any "faulty dependencies" warnings attached, and the cabs checked out fine. what gives?

The wierd part is I only get the warnings on these three engines, all the other locomotives that use the cab (IE ben's USRA loco's and their many repaints) check out fine. I know there's probably some line in the config.txt I need to get rid of to fix the issue, But I'm afraid of just going in and hacking at the config; knowing me, I'd make the problem worse instead of better.

The other issue I've currently got is with Tariacuri's beautiful DM&IR ore Jimmies. The buggers won't load at the mine...which uses his/felix_g's Proto-lars loading tracks!

You'd have thought I'd catch this sooner, but between school, allergy season (don't ask) and tracking down a bunch of problems in the trackwork of the layout the mine is on, I just haven't gotten around to mucking with the PL loading tracks. I know there's a feature that, once the engine is decoupled from the cars, turns them into scenery assets. After reading the manual, I'm wondering if I need to keep and engine hoooked up to them while they load? I really feel like I'm missing something blatantly obvious here.

okay, rant over. Any help I can get would be appreciated: again, I feel like i'm missing something ridiculously simple here. Any way to make me look/feel like less of an idiot is a great help. PS, I don't have the exact wording of the error messages I'm getting in trainz on me, but I can get them; it will probably have to be tomorrow though.

sincerely

one annoyed trainzer (AKA sawyer811)
 
I notice that all of bdaneals locos that use USRA cabin,<kuid:96914:55479> include steamlococabindata.gs. Here is a quote from that script:
Code:
// SteamCabinData class provides Get and Set property
// capability that is missing from CabinData class and adds specific data for the
// SteamCabinWithFireman class. Copies of this file
// must be included with the cabin and loco scripts that use this class"

Bob Weber
 
okay, finally got back. Euphod, you've lost me: what's a validation again? and how would I do that?

These are the errors I'm getting:
'SteamCabinwithFireman : Thread exception: ER_NullReference, line 415, file steamcabinfireman 0905.gs (2548)'
'SteamCabinwithFireman : Thread exception: ER_NullReference, line 217, file steamcabinfireman 0905.gs (2548)'

and:

'Stack Dump:

<kuid:96914:55497> "USRA Cabin"

function$void@SteamCabinwithFireman::update () line -1'
 
Hey Sawyer

Which track are you using?? Remember to set them up via the manual. Also, remember, there is a delay that occurs before loading with the PL tracks. You can change this in the dialog box but the shortest time allowed is 1 minute - meaning you actually have to wait one minute before they start loading. And also remember that it can load both a single car or the cars sequentially. The BI2 track will load all the cars on the track once the consist is stopped.

Also, I have the models done for the steam-era cars but have not released them yet. They have different bogies, no extensions, and a single high air hose - along with eight custom texture schemes based on pr
 
okay, finally got back. Euphod, you've lost me: what's a validation again? and how would I do that?

These are the errors I'm getting:
'SteamCabinwithFireman : Thread exception: ER_NullReference, line 415, file steamcabinfireman 0905.gs (2548)'
'SteamCabinwithFireman : Thread exception: ER_NullReference, line 217, file steamcabinfireman 0905.gs (2548)'

and:

'Stack Dump:

<kuid:96914:55497> "USRA Cabin"

function$void@SteamCabinwithFireman::update () line -1'
To one annoyed trainzer (AKA sawyer811):

Not sure what Ed's referring to either but the stack dump is caused because the loco you attaching the cab to doesn't have the required script files. If you took the time to investigate the cab and locos that Ben makes you would have found that he uses 3 script files. 1 script is for the loco asset, one script is for the cab asset and a copy of the 3rd script is added to both the loco and cab. So Bob Weber's post #3 above is partially correct - the loco is missing 2 script files that are required if you want to attach Ben's USRA cab to it. CM doesn't pick up missing scripts unless it referenced in the script tag. And since you haven't add/edited that tag yet - well how could you expect CM to know the script is missing.

So to fix the problem you have to verify if the loco you want to attach the cab to is using a custom script and IF NOT just copy over the 2 missing script files from one of Ben's other locos - make sure the scripts aren't from one that Ben's set up to run the loco exhaust sounds from the script any other one of his is probably suitable. The 2 scripts are placed in the locos folder. Then edit the loco's config and add a script and class tag. For an example I've used the files from his Baldwin heavy decapod. The 2 files are:
steamlocomotive0905.gs - this the the loco script
steamlococabindata.gs - this is the common script

the config changes are:
Code:
script                                  "SteamLocomotive0905"
class                                   "SteamLocomotive"
Commit the loco and the loco and cab should now be able to talk to each other when they want to when you're in Driver.

If your loco already uses a custom script then things get ugly very fast. It then becomes a programming exercise in how to merge two scripts together. You mentioned that it's one of Bill's payware locos so things aren't looking too good. If it uses a custom script and it's encripted there's no easy way to fix the problem other than re-writing Ben's cab script which interestingly enough I've recently started to do but won't be finished any time soon. If the loco script's not encripted and you can post it here - legally - then we could see what might be possible.

Bob Pearson
 
Last edited:
*insert smack-yourself-in-the-face smiley here*

Yup, Didn't think about the scripts...as usual, I jumped in without double-checking :o

PS, I realized I wasn't setting the PL-iron ore assets up right either. Don't you just love that moment when you realize you're a complete idiot? :D
 
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