Tony_Hilliam
Trainz Plus - enjoy Trainz from just 20 cents a da
This is why we prefer things to be submitted as detailed bug reports - managing things through a forum is messy.
But since you've kindly summarised, here's our list:
Could not reproduce/need more information or better repro steps:
- Merging routes with locked layer(s) gives a CTD. (QA CNR)
- Drive to Trackmark - parameter max-decel in engine file has no effect (AI vs DCC) (QA CNR - AI uses DCC mode)
- Joining 2 track segments with signals(trackside) can rotate the trackside items (QA CNR)
- On steep track slopes train vehicles can have incorrect pitch at start (QA CNR)
- Interface: driver list: heads too big, sideways moving slider overlaps right aligned text
- Drivers are not automatic added in some cases, so you can end up with no focused train at begin of a session
- Driver is added in Surveyor even when "Generate new Drivers for Empty trains" is not checked
- Cameramode 3, clicking another vehicle of the same train, moves the camera at the speed of light
check mode 2 to see it's more natural there.
-CM: can show vehicles as ok, but in Surveyor train select list as red (rebuild db?)
Content issues:
-Switches in cabins are in the wrong position when entering the cab
-UncouplezFrom driver command <kuid2:66277:80005:2>, turns brake on, was not before
-Twisted track in Tidewater DLC route (spline issue)
-Collapsing bridges (splineheight issue) even in DLCs (like ECML King's Cross - Edinburgh)
also <kuid2:160293:100120:2> Decouple DLX, due to internal code changes (TNI?).
Not a bug:
-CM: Routes can have missing items while CM shows them as complete
(The route was saved with those items missing. Requires a resave)
-Consists graphical interface is gone, we asked for a repair, Ugly pics? improve the icon option in CM. (There are 100,000 items to be fixed)
-Speedtrees do not change size when moving, only when first placed (Intentional. Conversely, "my perfect height tree changed size when I moved it".)
-Drive via Trackmark - up to 50% speed reduction upon reaching trackmark (not new behaviour, AI does need improving)
Under investigation/task raised: (i.e. we have reproduced the issue
-Wheels of trains rotate too fast (specially noticable on bigger ones) (TNI?)
-CM: freeware becomes payware when used in a DLC, this screws up other items depending on those same assets
check neoklai75 animated people set (caused by DLC Sebino)
-White ground textures on distant hills (shader issue, primarily a content issue with some PBR being set to 100% roughness, some 0% roughness. We're working out how to best resolve this.)
-Reverse rotated vehicles(locs) in session FI Kickstarter, but not on a new route (repro identified)
-Testtrack, no sound, light or movement, selected loco in CM is not used automatic
nor the current one in the main route startscreen.
-Using F2 QuickDrive after placing a loco causes headlights on loco not working
Fixed: Bug report for build 114800 is not in the system, have to use "other"
Other:
-New water, shows no serious warning, before convert, while still under development
near impossible to remove, water should be flat not follow terrain height.
>> Just use plateau and set height to flatten it to the right height.
But since you've kindly summarised, here's our list:
Could not reproduce/need more information or better repro steps:
- Merging routes with locked layer(s) gives a CTD. (QA CNR)
- Drive to Trackmark - parameter max-decel in engine file has no effect (AI vs DCC) (QA CNR - AI uses DCC mode)
- Joining 2 track segments with signals(trackside) can rotate the trackside items (QA CNR)
- On steep track slopes train vehicles can have incorrect pitch at start (QA CNR)
- Interface: driver list: heads too big, sideways moving slider overlaps right aligned text
- Drivers are not automatic added in some cases, so you can end up with no focused train at begin of a session
- Driver is added in Surveyor even when "Generate new Drivers for Empty trains" is not checked
- Cameramode 3, clicking another vehicle of the same train, moves the camera at the speed of light
check mode 2 to see it's more natural there.
-CM: can show vehicles as ok, but in Surveyor train select list as red (rebuild db?)
Content issues:
-Switches in cabins are in the wrong position when entering the cab
-UncouplezFrom driver command <kuid2:66277:80005:2>, turns brake on, was not before
-Twisted track in Tidewater DLC route (spline issue)
-Collapsing bridges (splineheight issue) even in DLCs (like ECML King's Cross - Edinburgh)
also <kuid2:160293:100120:2> Decouple DLX, due to internal code changes (TNI?).
Not a bug:
-CM: Routes can have missing items while CM shows them as complete
(The route was saved with those items missing. Requires a resave)
-Consists graphical interface is gone, we asked for a repair, Ugly pics? improve the icon option in CM. (There are 100,000 items to be fixed)
-Speedtrees do not change size when moving, only when first placed (Intentional. Conversely, "my perfect height tree changed size when I moved it".)
-Drive via Trackmark - up to 50% speed reduction upon reaching trackmark (not new behaviour, AI does need improving)
Under investigation/task raised: (i.e. we have reproduced the issue
-Wheels of trains rotate too fast (specially noticable on bigger ones) (TNI?)
-CM: freeware becomes payware when used in a DLC, this screws up other items depending on those same assets
check neoklai75 animated people set (caused by DLC Sebino)
-White ground textures on distant hills (shader issue, primarily a content issue with some PBR being set to 100% roughness, some 0% roughness. We're working out how to best resolve this.)
-Reverse rotated vehicles(locs) in session FI Kickstarter, but not on a new route (repro identified)
-Testtrack, no sound, light or movement, selected loco in CM is not used automatic
nor the current one in the main route startscreen.
-Using F2 QuickDrive after placing a loco causes headlights on loco not working
Fixed: Bug report for build 114800 is not in the system, have to use "other"
Other:
-New water, shows no serious warning, before convert, while still under development
near impossible to remove, water should be flat not follow terrain height.
>> Just use plateau and set height to flatten it to the right height.