Why say "faulty" when it isn't?

HiBaller

19 Years of Trainz
Two things:

There are times when I take a look at my content and notice something is 'faulty." Sometimes it is, but a lot of times I get "0 warnings and 0 errors" when I try to display these "errors." An in-place database rebuild doesn't take care of it either. When this happens, I cannot get rid of the faulty tag unless I completely exit TS2019, wait a moment, then start it up again.

Most of the time when I create a new version of a route I'm working on, despite the default session of the previous version having a screenshot, the new version will not have one. I have to open up the route/session, then copy/paste both the config container and the screenshot from the route into the session.

Is this normal now?

Bill
 
Most of my "faulty" content has been my own routes/sessions. There are no mesh files' involved. My build is 116678, which I guess is SP5. The erroneous "faulty" tag has been going on for a while.

Bill
 
I find that in 19 once I fix a fault I have to open - preview an asset for the faulty designation to clear.
 
I’ve encountered this and have submitted a bug report. In my case, if I have been making changes to an asset and repeatedly submitting the edits it may eventually say it is still faulty when in fact it I not. If I close the program (Trainz 22 version 115926) and reopen it the asset now says it is okay (Modified).

Cayden
 
In my experience Trainz only updates the faulty/not faulty status indicator when you actually try and open an asset in preview or you open the game itself. It doesn't seem to update after using "view errors and warnings".

Often the following sequence occurs:
- Import asset, it is faulty
- Open for editing and fix errors, commit.
- Asset still shows faulty
- View errors and warnings, no errors listed.
- Asset still shows faulty.
- Open asset in preview window.
- Asset stops showing faulty
 
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