T:ANE Have I done something wrong?

DickTurpin

GWR Man
Hi Chaps,
Downloaded the community version of T:ANE, but I can't see what is different
to TS12. Do we have to wait until February for any changes, such as the new
points and track elevation, because if that is the case, there is hardly any point
in building anything until then. The DLS has been re-vamped and is a nightmare
to use in its present format. I did download a few items, but the class 47 locos
I downloaded came through in red lettering, so are some items going to become
unavailable in T:ANE? Is anybody else having problems, I wonder.
 
I can't help with TANE but I may be able to help with the Class 47s. Hit 'View Errors and Warnings' on them and report back with what it says! :)
 
No use fixing things at this time as it may be that Tane at this time isn't set up to use those assets properly. In a couple new builds from now those assets may work perfectly well and you will have worked for nothing.
 
Hi Chaps,
Downloaded the community version of T:ANE, but I can't see what is different
to TS12. Do we have to wait until February for any changes, such as the new
points and track elevation, because if that is the case, there is hardly any point
in building anything until then. The DLS has been re-vamped and is a nightmare
to use in its present format. I did download a few items, but the class 47 locos
I downloaded came through in red lettering, so are some items going to become
unavailable in T:ANE? Is anybody else having problems, I wonder.

The new points are in game. But ya I wouldn't bother doing much with CE until February. CE is really just an attempt to get us to shut up, about the problems we're seeing with TANE.

The new points only work for 1 track (it should be the default) called something like 'TS15 Track.' Kickstarter County uses it.

peter
 
But ya I wouldn't bother doing much with CE until February. CE is really just an attempt to get us to shut up, about the problems we're seeing with TANE.

Not at all :)

We'd love for people to download and try out CE, experience the new features, and give us feedback. The game is substantially rewritten, with less in common with TS12 than it has similar. We've obviously gone to great effort to maintain compatibility, and I hope you'll find that the user experience is familiar, but beyond that there's a lot of changes.

It's certainly the case that a lot of things are also incomplete, so this build is definitely for the early adopters.

chris
 
No use fixing things at this time as it may be that Tane at this time isn't set up to use those assets properly. In a couple new builds from now those assets may work perfectly well and you will have worked for nothing.

Except that Trainz Mac 2 also shows errors with most 47 & 57s. It's just a simple thing that wasn't required previously but is now and will continue to be, normally - I mentioned it on a thread about error checking some time ago and was told it's here to stay.
 
Chris - one question for you. Will one of the team (possibly James Moody) be sorting out documentation on how to create/repair content to meet T:ANE's new error checking?

Shane
 
Chris - one question for you. Will one of the team (possibly James Moody) be sorting out documentation on how to create/repair content to meet T:ANE's new error checking?

Yes, absolutely. There's actually very little that has changed wrt/ content formats for T:ANE, although as always there are a few gotchas. Full details will be forthcoming as actual development starts to wind down (which is a little while off yet.)

chris
 
Thankyou for your response Chris. The main reason I asked is because of there being some new content errors in T:ANE that were not in TS12 SP1, which makes it harder to get such content working (the main one being related to binary texture files, which I'm having to resort to third-party tools in order to rectify it. (I'm aware that you don't recommend importing TS12 content at this stage, but it's the only way of checking whether such content will work or not).

One of the bugs I reported on the previous beta version included a smaller list of content that's affected by the new errors.

Shane

Shane
 
Thankyou for your response Chris. The main reason I asked is because of there being some new content errors in T:ANE that were not in TS12 SP1, which makes it harder to get such content working (the main one being related to binary texture files, which I'm having to resort to third-party tools in order to rectify it. (I'm aware that you don't recommend importing TS12 content at this stage, but it's the only way of checking whether such content will work or not).

You don't mention the error in question, but supplying binary texture files has always been a no-no. Make sure that you're providing source textures. T:ANE cannot read the Jet format binary textures, and never will be able to.

chris
 
You don't mention the error in question, but supplying binary texture files has always been a no-no. Make sure that you're providing source textures. T:ANE cannot read the Jet format binary textures, and never will be able to.

chris

Hi Chris,

Thankyou for your response.

At the moment, I'm still trying to download and install the CE version (due to bandwidth issues) so once I get that one sorted I will be getting the exact error.

In the meantime though, it does raise an interesting question. What would be the best way (if any) to import non-builtin TS12 content? I'm using CDP files at the moment but they still seem to cause .texture file related issues when they are committed for certain assets (including ones downloaded into TS12 from the Download Station that used to be built-in assets in previous versions).

Shane
 
here is another question. Chris, you mentioned before in another thread (if you want i can find it) that in order to not overwrite old asset kuids that using the archive was a good way to close those without actually having them installed. I followed this advice, and now it appears you will make this invalid. how i can still not overwrite old assets' kuids without having to install every item i have ever made in said version?


edit: i think this ended up in the wrong thread somehow... supposed to be in questions.
 
Last edited:
here is another question. Chris, you mentioned before in another thread (if you want i can find it) that in order to not overwrite old asset kuids that using the archive was a good way to close those without actually having them installed. I followed this advice, and now it appears you will make this invalid. how i can still not overwrite old assets' kuids without having to install every item i have ever made in said version?


edit: i think this ended up in the wrong thread somehow... supposed to be in questions.

The content creation process will probably change quite a bit with T:ANE. Different tools, different capabilities. It's a bit early to answer this kind of question at this point.

chris
 
Back
Top