Trainz Plus Beta 109552 (PC)

Tony_Hilliam

Trainz Plus - enjoy Trainz from just 20 cents a da
We've released an update on the Trainz Plus Beta stream (PC only at this stage).

Changelist:
  • fixed an issue with large, densely populated MPS routes
  • train cars no longer go invisible in specific circumstances
  • fixed several test track issues
  • layer selection now remains on selected layer when switching modes rather than change to Session
  • improved reliability of certain Undo/redo operations on splines

We've also changed the default filter in the routes menu to "Owned" to ensure new users can easily find all the content they have access to. Any content you have access to that isn't installed will show the Download option when selected.

Special thanks also to our MPS beta testers during the week for checking out the latest changes.
 
Dear Tony

Patch to Build 109552 downloaded and installed this morning. No problems with the GCR Route so far.

Peter
 
I ran session on my small Gloucester Route:

Where are the EITs? I removed them about 6 months ago because they didn't work for my needs along with the plug-in needed for them to operate. I checked the session again and they are nowhere to be found anywhere.

- <NULL> : glklib - unable to link to common data library library (cdlib) ... (file gs.gs)
; <NULL> : Script class: Interface
; <NULL> : Object: GSGameObject{0x3a48ba90; class:GSClass{0x3c243e78: Interface}, refcount:3}
; <NULL> : Script callstack
; <NULL> : function $void@GameObject::Exception(string), line -1
; <NULL> : function $void@GlobalLocksLib::Init(Asset), line 149
- <kuid2:61392:8190:73> : >>>>eit library EnhancedInterlockingTowers library (TANE SP4 and later) - <kuid2:61392:8190:73> - unable to load global locks library ... (file gs.gs)
; <kuid2:61392:8190:73> : Script class: EnhancedInterlockingTowerLib
; <kuid2:61392:8190:73> : Object: ScriptableObject{0x4ed1e7d0; asset:SpecReference{<kuid2:61392:8190:73> "EnhancedInterlockingTowers library (TANE SP4 and later)"}, class:GSClass{0x12bba8b88: EnhancedInterlockingTowerLib}, refcount:3}
; <kuid2:61392:8190:73> : Script callstack
; <kuid2:61392:8190:73> : function $void@GameObject::Exception(string), line -1
; <kuid2:61392:8190:73> : function $void@EnhancedInterlockingTowerLib::Init(Asset), line 186
- <NULL> : EsvlibSP2 - unable to link to common data library library (cdlib) ... (file gs.gs)
; <NULL> : Script class: Interface
; <NULL> : Object: GSGameObject{0x3a48ba90; class:GSClass{0x3c243e78: Interface}, refcount:3}
; <NULL> : Script callstack
; <NULL> : function $void@GameObject::Exception(string), line -1
; <NULL> : function $void@esvlib2::Init(Asset), line 110
 
Another script error. This one related to locomotives.

- <kuid2:45324:100088:2> : GameObject::Sniff> Target object is null (file gs.gs)
; <kuid2:45324:100088:2> : Script class: FX_Loco
; <kuid2:45324:100088:2> : MeshObject: <kuid2:45324:100088:2> "CR GP38-2"
; <kuid2:45324:100088:2> : Script callstack
; <kuid2:45324:100088:2> : function $void@GameObject::Sniff(GameObject,string,string,bool), line -1
; <kuid2:45324:100088:2> : function $void@FX_Loco::MessageHandler(Message), line 1167
- <kuid2:45324:100088:2> : GameObject::Sniff> Target object is null (file gs.gs)
; <kuid2:45324:100088:2> : Script class: FX_Loco
; <kuid2:45324:100088:2> : MeshObject: <kuid2:45324:100088:2> "CR GP38-2"
; <kuid2:45324:100088:2> : Script callstack
; <kuid2:45324:100088:2> : function $void@GameObject::Sniff(GameObject,string,string,bool), line -1
; <kuid2:45324:100088:2> : function $void@FX_Loco::MessageHandler(Message), line 1167
 
While editing the driving session setup.

- <kuid2:45324:100088:2> : GameObject::Sniff> Target object is null (file gs.gs)
; <kuid2:45324:100088:2> : Script class: FX_Loco
; <kuid2:45324:100088:2> : MeshObject: <kuid2:45324:100088:2> "CR GP38-2"
; <kuid2:45324:100088:2> : Script callstack
; <kuid2:45324:100088:2> : function $void@GameObject::Sniff(GameObject,string,string,bool), line -1
; <kuid2:45324:100088:2> : function $void@FX_Loco::MessageHandler(Message), line 1167
- <kuid2:45324:100088:2> : GameObject::Sniff> Target object is null (file gs.gs)
; <kuid2:45324:100088:2> : Script class: FX_Loco
; <kuid2:45324:100088:2> : MeshObject: <kuid2:45324:100088:2> "CR GP38-2"
; <kuid2:45324:100088:2> : Script callstack
; <kuid2:45324:100088:2> : function $void@GameObject::Sniff(GameObject,string,string,bool), line -1
; <kuid2:45324:100088:2> : function $void@FX_Loco::MessageHandler(Message), line 1167
 
Yep, the script errors are occuring to me as well and it does anger me with steam engines along with passenger and freight equipment, I'm not sure how to stop that from happening again but maybe another patch should solve this annoying issue.
 
Yep, the script errors are occuring to me as well and it does anger me with steam engines along with passenger and freight equipment, I'm not sure how to stop that from happening again but maybe another patch should solve this annoying issue.

That and asset updates are required. This is why we test and report. It's the only way to get these things fixed.

I came across a lot more than that yesterday and they got more and more frequent as the day went on. Okay... This might have something to do with it - I ran TRS2019 for 12 hours straight. I edited, drove, did the UDS switching, fixing and driving more. While driving, I did other things, but the aim was to let it run. By the time I shut things down at 01:00, I had script errors every 5-seconds. I think I wore it out and there were probably memory leaks by then!
 
Odd LOD issue on built-in CN Boxcars CN 50' ACF Boxcar 1 <kuid:178126:101342>. This is the same on :101343, and :101345. Settings on "High". This is a test install of all built-in and DLC-only.

Untitled.jpg
 
I have an update on the script errors I encountered.

With Tony's recommendation, I created a test install with only DLC and built-in content. This install did not exhibit the script errors with the GP38-2 I posted above. I then installed the GP39-2 from my CDPs and that did not exhibit the problem since that locomotive uses the same built-in/DLC assets.

With that said, I think I solved the problem. (fingers crossed tightly).

The issue with the errors and instability after 12-plus hours of driving very well may have been related to those script errors as well because of the constant interruptions in the operation caused by stack dumps. Tony inquired about GPU temps because that can in fact cause things to go a bit clunky and stutter along as time goes on. The system components are fine. I turned on EVGA Precision X and checked my fans and the GPU is running at 58 C max.

I still have other things to report, but overall this aspect looks good so far. I will continue to watch what's going on and report anything should something else come up that could possibly be related.
 
We generally fix things that are:
(i) reported (preferably via the Bug Report form - Trainz Bug Report)
(ii) reproducable (which means providing KUIDs, and steps required to show the issue).

In this case, QA reported no problems with digholes. If it is specific to only one type of dighole, then chances are it is a content issue, not code issue.

I would suggest trying different digholes to see if it happens with only some or all and letting us know more details.
 
It's also apparent in 105096, John. I was expecting it to be fixed by now.
Graeme

Thanks Graeme. I'll try another dig-hole and see if that fixes the problem with the one I'm uses. This one is the <kuid2:69518:1999:2> Tunnel Dig Hole, built-in by james73.
 
Well not so fast. I submitted a bug report regarding dig holes again.

Assets when placed near dig-holes are either clipped off if lowered as in the case of splines such as telegraph poles or catenary, or are lifted off the lowered ground in front of a dig-hole in the case of scenery objects. When I first encountered this, I thought it was the Tunnel Dig Hole <kuid2:69518:1999:2> (built-in), however, this is not the case as I replaced these dig hole assets with others such as the dig hole by Andi06 and the problem remained.

Thinking this was an asset issue, I replaced the splines with another and the issue remained.

To reproduce the problem:

1) Lower terrain.
2) Put a dig hole in front as if to create a tunnel
3) Run spline assets such as telegraph poles (any creator) up to towards the dig hole opening.

6. Reproduceable?
Yes
My artistic endevours :)

Dig hole Terrain issue.jpg
 
Don't forget a dighole only removes the texture, not the ground. Splines need to be set at the ground level at the start of the hole. The hole still follows the contour of the ground as if the texture was still applied..
 
Well not so fast. I submitted a bug report regarding dig holes again.

Assets when placed near dig-holes are either clipped off if lowered as in the case of splines such as telegraph poles or catenary, or are lifted off the lowered ground in front of a dig-hole in the case of scenery objects. When I first encountered this, I thought it was the Tunnel Dig Hole <kuid2:69518:1999:2> (built-in), however, this is not the case as I replaced these dig hole assets with others such as the dig hole by Andi06 and the problem remained.

Thinking this was an asset issue, I replaced the splines with another and the issue remained.

To reproduce the problem:

1) Lower terrain.
2) Put a dig hole in front as if to create a tunnel
3) Run spline assets such as telegraph poles (any creator) up to towards the dig hole opening.

6. Reproduceable?
Yes
My artistic endevours :)

View attachment 2141

This is not a bug, it is normal. A dighole only removes the texture, not the ground. The spline point must be set at the same height as the ground in front of the hole. Looking at your image your dighole starts about 5m before the tunnel entrance.
 
Last edited:
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