TRS22 Retail Beta update - PC Only 122066

n3v_laurence

Moderator
## In Progress ##

We have a minor update for TRS22 Retail which includes minor fixes to Water Effects and TurfFX as well as a fix to the cursor in Surveyor. This build will support the new Trainz format 5.3 and allow TRS22 users to load HD Routes in a compatibility mode as well as any non-HD routes using the new file format.

As usual, we encourage you to try things out with a fresh install first and then work towards more extensive testing using your unique installed content.

Please report any bugs using this link: https://n3vgames.typeform.com/to/xRdryu

Key Features:

  • Increase in Maximum Draw Distance new limit of 22,000m
  • GPU Clutter Enabled
  • New User Interfaces
  • Compatibility Mode for HD Routes
  • Support for latest file format 5.3
  • Water Effect Layers include options for water color

Change log from 121895 to 122066
  • TurfFX Effect Layer Fixes - Potential deadlock when exiting
  • Tweaks to Terrain Height draw - Improved updates to terrain in distance when roaming
  • Shader Precache - HD Routes should load correctly on first attempt
  • Fix to Cursor displaying red while in Surveyor

Change log from 119451 to 121895:

  • Removal of Main Shadow Resolution
    • Now based on Shadow Quality settings
  • Water Effect Layer
    • Option to set Water Effect Layer color can be found in the Advanced Options of the Effect Layer
    • Multiple Water Effect Layers can be used, each with their own assigned colour.
  • Implementation of GPU Clutter
  • New Driver Properties Windows
    • Track Path Display while Properties window open
    • Interface rework for Driver Properties
    • New Driver Mini Map
    • Active Driver now marked by a blue background
  • Support for 5.3 File format
  • Compatibility Mode for HD Routes
    • TRS22 Users will be able to Drive HD Routes
    • TRS22 Users will be able to perform non-ground edits for HD Routes (adding Track/Scenery Assets/Trainz/etc.)
    • TRS22 Users will be unable to perform ground edits on HD Routes (Trainz Plus feature only – Adjusting ground height or texture changes)
    • TRS22 Users will be able to covert HD routes to 5m to perform ground edits.

Effect Layers:

  • Implementation of GPU Clutter for smoother performance.
  • Water effect layers now support water color changes

User Interface Changes:

  • New Driver Properties Window
  • New Driver Settings, Driver location, Player Assignment, Dispatch Status, Command status, Activity log
  • Active Loco will now appear blue background in Drivers Window
  • Active Driver marked by blue background on Driver Palette
  • Vehicle Properties Window updated with new properties as per Driver
  • Track Path Display when opening Driver Properties & valid destination
  • New Driver MiniMap (found in Driver Properties Window)
  • Industry commodities and processes now editable in Driver
    • Certain Industries only – Script dependant

Important Information:

  • HD Terrain is only editable in S20 (this is a Trainz Plus Only feature)
  • New User Interface Detail windows and logs
  • Due to recent shader and shadow changes, you will be prompted with a Trainz Performance Configuration after update.
  • There has been several changes made to the User Interface & Water Effects Layers and further details can be found here: https://docs.trainzsimulator.com/docs/trs22-sp2

Known Issues:

  • Assertion Errors are enabled for this build. Trainz will pause until Assertion Errors are closed. Users can select Continue and Ignore Errors. (Reporting when these occur with bugs will help with troubleshooting)
  • DLC packages will report a failure to download precache data. Clicking retry will ignore the error and proceed to complete installation
  • DLC Packages will report a precache assertion error during database rebuild. Select Continue and Ignore Errors
  • MPS is unsupported for this build
  • Water Effect layer does not work with colour from skybox, but instead has its own color options, now allowing for different water colors for each individual Water Effect Layer.
  • Missing textures in a HD route may appear as blue
  • Potential Deadlock when using Bulk Replace
  • Driver Properties window not correctly updating

REMINDER:
** Please ensure you have a backup of your local data folder before using it with TRS22 Beta **


INSTALLING & PATCHING:

For TRS22 Beta via the TRS22 Beta Stream
PC Trainz Store Only:
Requires build 121895 (PC). This is a minor patch 73 MiB to build 122066
 
Last edited:
error1.jpg



Just a small issue here, these arrows to hide the properties or log do not work if you click on them...
 
The last two builds have introduced hesitation when moving/rotating objects and also game freeze when attempting a global texture replacement. All of these occur in basic surveyor. The game is unplayable.

John
 
Just a small issue here, these arrows to hide the properties or log do not work if you click on them...


Thank William


The last two builds have introduced hesitation when moving/rotating objects and also game freeze when attempting a global texture replacement. All of these occur in basic surveyor. The game is unplayable.

John

Thank you Johnny, Bulk replace has been reported, for moving & rotating objects, could this be because the game is still caching?
 
Thank William




Thank you Johnny, Bulk replace has been reported, for moving & rotating objects, could this be because the game is still caching?

The game is not cashing, and this problem occurs in large routes with all sliders at minimum.
John
 
water.jpg



There is an issue with the water, you cant paint over 2 baseboards, it leaves a gap at the connection... if you try and try it will fill the gap but only on certain spots.

For me the bulk update freezes the game if the area to replace is quite large, I wanted to replace 30 basebords with a new texture and the game freezes instantly. Also the Copy/Paste freezes if you have a lot of water in your selected area.
 
Detailed Driver Map View eliminated

I lament the detailed Driver map view has been removed from the simulator (aka full zoomed in in map mode). The map view now automatically switches to roaming while zooming in, at a high altitude before we can get that close up map view. We no longer have a detailed map view for shunting and for discerning those junctions and signals in close proximity. It is now rather difficult to trace a signal on the map to its physical location in roaming view because its red/yellow/green map marker disappears at high altitude. Not an improvement. I speculate its a further negative evolution arising from the dev not playing the simulator.
 
Hasn't it been that way since to zoom to map mode was introduced? I agree with you that is bad design brought to the game by the "copy this feature from that other train sim" crew.
 
I lament the detailed Driver map view has been removed from the simulator (aka full zoomed in in map mode). The map view now automatically switches to roaming while zooming in, at a high altitude before we can get that close up map view. We no longer have a detailed map view for shunting and for discerning those junctions and signals in close proximity. It is now rather difficult to trace a signal on the map to its physical location in roaming view because its red/yellow/green map marker disappears at high altitude. Not an improvement. I speculate its a further negative evolution arising from the dev not playing the simulator.

I reported that here and got no answer: https://forums.auran.com/trainz/sho...C-121380-amp-Mac-121370&p=1967849#post1967849
 
This "evolution" makes me stick to Build 119450 unless the previous map is reintroduced.
 
N3V: you are on a path of making the Map feature unusable

It is bad enough that frequently used Driver map options were buried two menus deep with the advent of TRS22, but now you have made the controls on the Driver map useless as well. Here I have borrowed HPL's excellent Driver map view comparison graphic to demonstrate your fallacy.

When we have clustered junctions and signals, zooming in fully in map view (right side shot) allowed the user to easily align the switches, and observe the signals to confirm the alignment or mitigate red signals. A feature especially useful in yard shunting operations, or even at mainline junctions.

With this release (left side shot) the user can no longer zoom to a level of Driver map detail that affords clear switch alignment. The Driver map is too cluttered to be useful for shunting. Signals color indication disappears at an altitude far above where they can be readily traced down to their trackside location.

The idea behind the "zoomed in map" was to provide the equivalent of a dispatchers board. This release effectively takes away the dispatcher's board in Trainz.

The new map view in the driver properties window is virtually useless and illegible, and as such represents wasted developmental effort.

Please steer the ship back on course.

w47wrr.jpg
 
Last edited:
@deneban. Well that will certainly stop me from updating. How utterly useless and not an upgrade at all. I do hope N3V takes note of this and fixes it.
 
Agree with Deneban and others, finding the too early switch from mapview to normal view, not usable.
Furthermore the mapview in S2 does not know or show the 3 different priority colors of a track, all is dark blue
and if a user has some spline trees still in use, they will show as track on the map.
Reported this already in the Alpha test phase.


Transition from 10m map to HD, ruins every tunnel, cause the dighole is moved in 2 directions
and is larger, a 10x10m dighole becomes 12x12m.
Posted many examples on Discord, and the answer was, we can't do anything, a user has to repair it.
This may be ok when its just 1 tunnel, but a mountain route with many tunnels gets totally trashed sadly.
We all know a tunnel and working with digholes has always been the hardest thing to do in Trainz.
 
Posted many examples on Discord, and the answer was, we can't do anything, a user has to repair it.
This may be ok when its just 1 tunnel, but a mountain route with many tunnels gets totally trashed sadly.
We all know a tunnel and working with digholes has always been the hardest thing to do in Trainz.

If that's the case, maybe sticking with 5M terrain is the better option? HD Terrain was ALWAYS going to require some work for routes, it was not just some simple upgrade to something gameplay wise

Jamie
 
N3V any comment on Post #14? Seems like there is a group of Trainzers above who also don't like what has been done in this build, which is essentially to remove the intended Dispatcher's Board feature from Trainz.
 
Back
Top