Surveyor 2.0 feedback thread

Hello,

Is there a way to have the signal name displayed above the signal with a mouse-over, like in Classic Surveyor?
Making paths for EIT is so much easier then, it is a must.

Paul
 
1611mac, I use Dave Snow's region on my route so I switched to the United States region and I find it is working fine for me. Something odd going on for sure.

Jack

There's a UNITED STATES region and a UNITED STATES REGION that is Payware. It comes with Lafond Regional, Leadville Sub, and Midwestern Branch. This Payware one is the one causing the issue. I'll check it out later... Time to go join family for fruitcake! :) (Actually, we have homemade Chile on this day.)
 
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My mistake 1611mac. I didn't notice the United States Region. I should have paid attention to the quotation marks in your post. I tried that region and yes, instant deep hole.

Jack
 
Working with layers.

The behavior of layers is different than in previous versions and I'm not sure if this is a bug, or it's just a change in procedures.

The change is how locked layers are handled. In previous versions of Trainz, including TRS19, we could add assets to a locked layer. This is useful for adding assets in an area, let's say for placing assets on a loading dock. The locked layer, called LOCKED!!! on my route is for such purposes. The layer remains locked then I switch layers and unlock those assets I've locked. The process is pretty simple.

In TRS22, the process isn't as straight forward. We now have to unlock the locked layer before adding or removing assets to it, and this defeats the purpose of that locked layer that's used as a temporary holding place for adding assets. With an asset now added to the locked layer, we have to switch to the layers-palette, unlock the layer, then go back and switch the asset from the layer back to the route layer instead of performing the layer switch within asset info-panel.
 
The change is how locked layers are handled. In previous versions of Trainz, including TRS19, we could add assets to a locked layer.

Unless TRS22 (beta) is behaving differently from Trainz Plus (SP5 beta) I have to disagree. In all previous versions when you tried to add an object to a locked layer you would receive a warning that the layer was locked and you would be given the opportunity to unlock it. This behaviour is unchanged in both S2.0 and S1.0 in build 115985 (Trainz Plus SP5 beta).

In TRS22, the process isn't as straight forward. We now have to unlock the locked layer before adding or removing assets to it, and this defeats the purpose of that locked layer that's used as a temporary holding place for adding assets. With an asset now added to the locked layer, we have to switch to the layers-palette, unlock the layer, then go back and switch the asset from the layer back to the route layer instead of performing the layer switch within asset info-panel.

This is exactly how I would expect it to work. If a layer is LOCKED then you should not be able to accidentally or deliberately add, change or delete its contents.

If I want to place an asset into a temporary holding place to protect it from deletion then I create a new layer called LOCKED (and obviously lock it) and set the objects binding property (it was called "bound" property in earlier versions) to the LOCKED layer. That way it stays in the original unlocked layer but also has the properties of being in the locked layer. Moving it back again is just as simple. Either set its binding layer to none or unlock and delete the LOCKED layer, this will cancel all bindings to that layer.
 
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After the first moment of disorientation I have to admit that I like working with S2.0. It would be useful, however, if in the object bulk rotation function it was possible to rotate the selected objects each on its own axis. I intend to be able to rotate, for example, 50 street lamps by say 90 degrees in the same direction. Any chance to have it sooner or later?
 
It would be useful, however, if in the object bulk rotation function it was possible to rotate the selected objects each on its own axis. I intend to be able to rotate, for example, 50 street lamps by say 90 degrees in the same direction.

Now that is a useful suggestion. You could, for example, use the same bulk rotate command but hold down a key (e.g. CTRL or SHIFT) to force each selected object to rotate on its own axis.
 
Hello trainzers,

On December 24 I wrote:

Is there a way to have the signal name displayed above the signal with a mouse-over, like in Classic Surveyor? Making paths for EIT is so much easier then, it is a must.

Why? It is strange. The fact is that the signal names do appear above the signals now, and they did not on December 24. This could be due to errors in the EIT scripts, with which I was dealing at that moment.

Well, here is another suggestion:
Could we have multiwindow support, so that we could have a child window, e.g. the ones that appear to set parameters and such ("?" in Classic Surveyor) outside the main screen or main window? Again this would be very convenient while making IT paths. And, what about a Minimap next to the main screen while in Driver?
I think it would be very convenient for the palettes in Surveyor 2 as well, but I have not yet spent much time in S2.

Regards,
Paul
 
After the first moment of disorientation I have to admit that I like working with S2.0. It would be useful, however, if in the object bulk rotation function it was possible to rotate the selected objects each on its own axis. I intend to be able to rotate, for example, 50 street lamps by say 90 degrees in the same direction. Any chance to have it sooner or later?

I have the same use case, +1 for such rotation, it will save a lot of time. Same for being able to type the initial rotation angle and place all new objects with this rotation applied immediately - as I look at the new UI, it is perfectly suited to add this functionality.
 
I'm having a problem while moving ground textures. I wanted to create a parking lot that's 30 degrees off square. I discovered that I can paint the ground some where else and use the marquee to select it. At that point, I can rotate the whole marquee 30 degrees. However, when I attempt to paste it against the building and street, everything disappears. I can't rotate a selected area in Classic. But I can't seem to paste the rotated selection in S2. What simple thing am I missing?
 
I'm having a problem while moving ground textures. I wanted to create a parking lot that's 30 degrees off square. I discovered that I can paint the ground some where else and use the marquee to select it. At that point, I can rotate the whole marquee 30 degrees. However, when I attempt to paste it against the building and street, everything disappears. I can't rotate a selected area in Classic. But I can't seem to paste the rotated selection in S2. What simple thing am I missing?

When pasting, make sure that textures are not set to non, otherwise you won't get any pasted. It took me a few tries to figure this one out.
 
I don't know if it's already been mentioned, but I'd like to suggest an easier way of adding and removing the new FX water. For adding water, it would be helpful to be able to copy-paste them like you could with the old water. Useful when adding water that is divided by dams, canals, etc. As for deleting water, I've yet to find a simple way of removing the water other than lowering it below visible ground level. For example, as I've been developing my new route in TRS22, I decided I wanted to add an "ocean" water fx, and leave the old (calm) water fx in my rivers and lakes. However, the two waters overlap particularly in the coastal area and it's a bit tricky removing the old water there.

Also, since I use Surveyor 2.0 for some tasks and Surveyor classic for other tasks such as track placement, I'd like for them to add the ability to hide textures and water and see the grey grid like you can in S2 as using the old X-ray F9 is not always friendly to the eyes.:eek:

Last but not least, it would be nice to be able to "snap" the copy-paste selection in S2 like you can in Surveyor classic.
 
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Surveyor 2, first test


Asset window
-it shows the name at the top "Asset-name of selected"
in many cases this is truncated, and mouse over does not show full name
-a selected item get a bluebox around the thumbnail/icon, this works if the icon is dark
however when the icon is white you hardly see it
-thumbnails are 240x180, using them in a square does not always work good


Layers window
-try moving it down when there are only a few layer used, it jumps back up to a preset place
I wanted to enlarge the Asset window and move the layers down
What does work: undock the layers and move it above the Assets window
making more efficient use of the left column
Also the active layer you work on is more clear on top left


Tools Window
-The Eyedropper tool is great,
Scenery items that are missing (orange boxes) you hover over correct it can show the missing kuid,
for splines however this does not work, it always shows missing spline without the kuid
-Marque tool to add/delete many baseboards at once is great
they only showed when I selected convert to 10m, from the context sensitive menu


Scrapbook
-Could be one of the best new features of S2
although have no clue how to place it once made (RTFM GM)


Biggest missing in S2 for me so far:
-Multi monitor support
-Real collapsing/expanding and docking of windows
-more clear filtering
-Bulk Asset replace
-Bulk asset change property
-Consist (is a scrapbook for vehicles) and a good graphical interface for them
-ungrouping/explode of a scrapbook?
-Use of rulers
-Editing of old water
 
You can create consists.

Setup your wagons and loco.

Select them using the shift-click (not intuitive).

Click on the ant-sized loco icon.

Click on create consist (I think that's what it is... going from memory; not at my Trainzing PC).

Finding consists in the list.

Click on the loco icon for trains.

In the filter box, type in the name of your consist and it'll appear. I use names that I remember like 1 --- BNSF Very Long Intermodal, 2 --- Amtrak Superliners, etc. so I know what they are to begin with.

===

The Scrapbook is awesome!

The settings for pasting what and not to paste are found under "Filter". This should be called settings as I mentioned before because "filter" in this case is not intuitive for the job.


The asset list, if I remember, can be expanded horizontally. This helps with finding those extra-long names. I find the thumbnail view to be useless because it doesn't scroll or display the name of the asset with the thumbnail shown. Without the name, this becomes even more useless due to some creators being fancy and using a generic thumbnail image.


Right-clicking on an asset on the list I think brings up the asset preview window in a much bigger size similar to the one in Content Manager. The asset continues to spin around, though even when clicked and should stop spinning so we can see details.


Bulk update is broken still, Tony mentioned that somewhere.


I agree with you on the water. The jelly water is annoying to work with. It would be nice if it could be handled like the old planar water then converted later to the modern style. If this was the case, we can then place the water at various heights as needed such as behind dams.
 
Tried to merge two routes, designed by the author to merge.

Started the process around 11pm last night. By 1am it was still working away in Surveyor 2. So i turned the monitor off and went to bed.

At 10am this morning it had still not merged the two routes.

So i cancelled the operation and then went back into the game to merge the same two routes in Surveyor classic.

Within a couple of minutes, the merge was completed.
 
This is just useless, trying to delete the content and baseboards from the southern half of a cloned Edinburgh - Dundee route.

To merge to a cloned Kings X - Edinburgh route. And all the damn thing does is close down to the desktop, every time i remove a few boards (multi select function). :( :(
 
Hey GM,

You can resize any panel by undocking it and then hovering the mouse over the edges of the dialogue. You can also open an Asset Preview window under the Windows Menu. It too can be resized when undocked. I make it quite big and then minimize it when not in use. It would be nice to have a working hot key to open it again though, you have to choose it in the Windows Menu at the bottom to reopen it.
 
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