ZecMurphy
Community Assistant
Hi G.M.
Trainz's asset system uses the 'KUID2' system to obsolete/update assets.
So the initial release of an asset is kuid:12345:9876.
If you make any changes after release, and wish to release these updates/changes in any way, you must create a new revision of the asset.
The first revision of the asset in this case would be kuid2:12345:9876:1
After you release this, any further revisions must have the last number (ie :1 above) upped by a number. So the second revision will be kuid2:12345:9876:2, the third revision would be kuid2:12345:9876:3, and so on.
This is a fundamental function of the KUID/assetID system in Trainz.
Again, any time they make an update it becomes a new revision.
When an asset is added to the repair list, the creator will be informed of the errors that resulted in it being there. We are aware of some assets where the emails may not have been received, however when this was looked into an the emails were sent out for the reported assets.
This in part is to simplify installation for users, by making it fully self-contained.
However it's also a requirement for DLC packs sold through some stores, in particular through Steam and through the AppStore.
It must be noted that DLS content in DLC packs is not encrypted. The only change that occurs during this packaging is the same as if the asset were included within Trainz (even back to TRS2004...), which is conversion of the image and .texture.txt files to a single .texture file which is the native texture format for Trainz(and yes, the original source image and .texture.txt file are removed). These assets can be overwritten with the DLS asset, if you install the DLS asset from a cdp file from the DLS; or can be overwritten with a local copy of the asset if you have one.
This .texture format sometimes changes as the technologies in Trainz change, but it is not an encrypted or locked format.
A key requirement of multiplayer is that everyone has exactly the same content as each other. Not just the same asset ID, but that the content is not changed as well.
A good example of this is if players have the same industry 'asset' installed, but player 1's is 20m shorter than the original because it was locally edited to use a shorter mesh (or they received a modified copy from another website/source).
In this situation, player 1 is going to be seeing a broken track. He may avoid that location, but player 2 with the correct longer asset drives through there. On player 2's screen the train passes over it fine, but on player 1's screen the train derails. This suddenly results in the train both being derailed and not derailed, which should generally then result in player 2's train just suddenly derailing (since it has derailed).
This isn't fair to player 2, but also causes player 1 to not be able to use all of the route.
The solution here is to ensure that only assets with the following statuses can be used in multiplayer: 'builtin', 'installed from DLS', or 'installed, payware'. Or more specifically, any asset marked as 'modified' cannot be used in multiplayer.
If other people are releasing a creator's content without their permission on the DLS, then the creator simply needs to contact us to request it be removed. Except on weekends, this is generally processed within 24-48 hours of receiving the report...
But we can only do this when the creator reports it to us.
Yes, Trainz should be fun. And a bit part of that for us has been to streamline installing content as much as possible. This is why we package all dependencies into DLC packs, so that users don't need to go on dependency hunts on their DLC pack purchases (or have to work out how to install DLS dependencies on a DLC pack).
This is also why we have introduced the Content Repair Group system, so that faulty assets are repaired instead of making players have to work out why the content is faulty, and then have to work out how to repair it.
This is also why we have error checking on new DLS uploads, to ensure that new uploads meet the current requirements for Trainz. And yes, these can change as we find new issues/problems that are being found or caused by specific assets that have bugs/errors/issues in them.
Regards
583240 assets on the DLS, half of the assets is there double
Trainz's asset system uses the 'KUID2' system to obsolete/update assets.
So the initial release of an asset is kuid:12345:9876.
If you make any changes after release, and wish to release these updates/changes in any way, you must create a new revision of the asset.
The first revision of the asset in this case would be kuid2:12345:9876:1
After you release this, any further revisions must have the last number (ie :1 above) upped by a number. So the second revision will be kuid2:12345:9876:2, the third revision would be kuid2:12345:9876:3, and so on.
This is a fundamental function of the KUID/assetID system in Trainz.
As with software, if you make a change to an asset, and it is to be released in any way, that change results in a new revision. This means that the KUID number's revision number must be increased.its not needed to change the kuid/version if you just add language tags/localisation
because the basic functionality is not changed.
ok some will have the ones without, but they work fine.
To protect the members of the CRG from being abused by other members (which did occur when the content repair system was public!), the CRG is a private group. Their role is only to make the minimum changes needed to repair their content, so that it remains error free. All CRG updates are placed onto the DLS.I understand there is a crew of users helping with assets on the DLS?
Why not a forum part, where they post what they do/updated and why
and where users can suggest changes to repair?
Again, any time they make an update it becomes a new revision.
When an asset is added to the repair list, the creator will be informed of the errors that resulted in it being there. We are aware of some assets where the emails may not have been received, however when this was looked into an the emails were sent out for the reported assets.
All DLC packs need to contain all required assets within them.If DLC packs are made of routes, it could just contain the route and sessions
all other stuff its handier if its DLS items. and specially not with locked textures.
This in part is to simplify installation for users, by making it fully self-contained.
However it's also a requirement for DLC packs sold through some stores, in particular through Steam and through the AppStore.
It must be noted that DLS content in DLC packs is not encrypted. The only change that occurs during this packaging is the same as if the asset were included within Trainz (even back to TRS2004...), which is conversion of the image and .texture.txt files to a single .texture file which is the native texture format for Trainz(and yes, the original source image and .texture.txt file are removed). These assets can be overwritten with the DLS asset, if you install the DLS asset from a cdp file from the DLS; or can be overwritten with a local copy of the asset if you have one.
This .texture format sometimes changes as the technologies in Trainz change, but it is not an encrypted or locked format.
MP routes require dependencies on the DLS, what happens
people steal content from external sites, give it their kuid and upload to DLS
this is serious polution and not fair to original creators.
The key of a MP route/session is that everyone has the same content right?
remove the DLS requirement and you keep it all cleaner.
Its up to the content creator where he offers items.
Its up to the user, to get those items.
A key requirement of multiplayer is that everyone has exactly the same content as each other. Not just the same asset ID, but that the content is not changed as well.
A good example of this is if players have the same industry 'asset' installed, but player 1's is 20m shorter than the original because it was locally edited to use a shorter mesh (or they received a modified copy from another website/source).
In this situation, player 1 is going to be seeing a broken track. He may avoid that location, but player 2 with the correct longer asset drives through there. On player 2's screen the train passes over it fine, but on player 1's screen the train derails. This suddenly results in the train both being derailed and not derailed, which should generally then result in player 2's train just suddenly derailing (since it has derailed).
This isn't fair to player 2, but also causes player 1 to not be able to use all of the route.
The solution here is to ensure that only assets with the following statuses can be used in multiplayer: 'builtin', 'installed from DLS', or 'installed, payware'. Or more specifically, any asset marked as 'modified' cannot be used in multiplayer.
If other people are releasing a creator's content without their permission on the DLS, then the creator simply needs to contact us to request it be removed. Except on weekends, this is generally processed within 24-48 hours of receiving the report...
But we can only do this when the creator reports it to us.
Too much time is currently wasted to get and repair stuff.
this is not play/enjoy time. Trainz should be fun, right?
Yes, Trainz should be fun. And a bit part of that for us has been to streamline installing content as much as possible. This is why we package all dependencies into DLC packs, so that users don't need to go on dependency hunts on their DLC pack purchases (or have to work out how to install DLS dependencies on a DLC pack).
This is also why we have introduced the Content Repair Group system, so that faulty assets are repaired instead of making players have to work out why the content is faulty, and then have to work out how to repair it.
This is also why we have error checking on new DLS uploads, to ensure that new uploads meet the current requirements for Trainz. And yes, these can change as we find new issues/problems that are being found or caused by specific assets that have bugs/errors/issues in them.
Regards