Trainz Plus Beta - 112778 (PC)

The filters do not work properly in Content Manager.

I have a filter setup for Obsolete AND NOT Built-in.

This works fine in the previous build but does not work fine in the current build.

This filter in Build 111951 works fine and is as follows:

Installed = True
Obsolete = True
Built-in = False

In Build 112778 the filter is different and has been changed to.

Installed = True
Obsolete = True
Packaged = False

With this new configuration, the undeletable packaged content is shown when I don't want it to.

Changing Packaged to Built-in shows Packaged, Obsolete, Payware, and Packaged, Obsolete just as it does with Packaged = False.

Modifying the filter so that there is Built-in = False and Packaged = False does not change anything either. (Just adding Built-in on another line)

Also using an AND does not matter either.
 
Script error related to a flat car in the Driver session.

- <kuid2:56063:180722:2> : File flatcarhose.gs, Line 113, ER_NullReference
; <kuid2:56063:180722:2> : Script class: flatcarhose
; <kuid2:56063:180722:2> : MeshObject: <kuid2:56063:180722:2> "Flatcar50ft BM h#"
; <kuid2:56063:180722:2> : Script callstack
; <kuid2:56063:180722:2> : function $void@flatcarhose::locoCheck(), line 106
; <kuid2:56063:180722:2> : function $void@flatcarhose::UpdateGear(), line 148

This is repeated many, many times. I only use this asst a few times on the route.
 
Seasonal settings do not "stick".

My calendar is set to July 8, 2013 and any seasonal trees should be green since this is North America. The problem is the seasonal trees are bare.

I set the date again in Environment settings and the trees turn green as they should be, but as soon as the panel is closed for the enviro settings, the trees revert to bare branches.

I've been able to repeat this multiple times.
 
I converted the water on my Gloucester route to an Effects layer. On this route, there area large swaths of water that span multiple baseboards. After the conversion, I found many splits as shown in the screen capture that coincide directly with the the baseboard edges. I am able to fix these areas by touching them with the raise terrain tool.

attachment.php


Another "effect" with the water is this odd curling where the water touches the land, there are sometimes areas where the water appears to boil out of the ground rather than lap against the landscape. This isn't quite obvious in this still but look carefully along the right edge where the water abuts against the land.

attachment.php
 

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I'm definitely seeing a drop in performance with this update. Previous build was relatively smooth with the odd falter but this build, with no changes whatsoever to the route or session, I am getting a rapid stutter most of the time.

Peter
 
I just noticed the performance drop as well, it is eating away at the memory, other bigs include the tabs for trains, scenery and topography are slow to load as well, I tried repairing the database to have the train list but, nope, still slow.
 
This update now gives me errors that I never had before.................

This one is with <kuid2:61119:22007:1> VSB NSW Surveyor Only

Code:
- <NULL> : File bdses.gs, Line 57, ER_NullReference
  ; <NULL> : Script callstack
    ; <NULL> : function $void@BDSES_EffectDefinition::initReplacableSlaveData(), line 42
    ; <NULL> : function $void@BDSES_EffectDefinition::InitBDSES_EffectDefinition(MeshObject,string), line 437
    ; <NULL> : function $void@BDSES_Efx::Init(Asset), line 662
- <kuid2:61119:22007:1> : Legacy function call: GameObject.GetId (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $int@GameObject::GetId(), line -1
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 521
- <kuid2:61119:22007:1> : Legacy function call: Router.GetGameObject (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $GameObject@Router::GetGameObject(int), line -1
    ; <kuid2:61119:22007:1> : function $void@Router::PostMessage(int,int,string,string,float), line 268
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 528
- <kuid2:61119:22007:1> : Router.LegacyBroadcastMessage> Source object is null (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $void@Router::LegacyBroadcastMessage(GameObject,string,string,float,bool), line -1
    ; <kuid2:61119:22007:1> : function $void@Router::PostMessage(int,int,string,string,float), line 268
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 528
- <kuid2:61119:22007:1> : Legacy function call: GameObject.GetId (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $int@GameObject::GetId(), line -1
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 521
- <kuid2:61119:22007:1> : Legacy function call: GameObject.GetId (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $int@GameObject::GetId(), line -1
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 521
- <kuid2:61119:22007:1> : Legacy function call: Router.GetGameObject (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $GameObject@Router::GetGameObject(int), line -1
    ; <kuid2:61119:22007:1> : function $void@Router::PostMessage(int,int,string,string,float), line 268
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 528
- <kuid2:61119:22007:1> : Router.LegacyBroadcastMessage> Source object is null (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $void@Router::LegacyBroadcastMessage(GameObject,string,string,float,bool), line -1
    ; <kuid2:61119:22007:1> : function $void@Router::PostMessage(int,int,string,string,float), line 268
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 528
- <kuid2:61119:22007:1> : Legacy function call: GameObject.GetId (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $int@GameObject::GetId(), line -1
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 521
- <kuid2:61119:22007:1> : Legacy function call: GameObject.GetId (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $int@GameObject::GetId(), line -1
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 521
- <kuid2:61119:22007:1> : Legacy function call: Router.GetGameObject (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $GameObject@Router::GetGameObject(int), line -1
    ; <kuid2:61119:22007:1> : function $void@Router::PostMessage(int,int,string,string,float), line 268
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 528
- <kuid2:61119:22007:1> : Router.LegacyBroadcastMessage> Source object is null (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $void@Router::LegacyBroadcastMessage(GameObject,string,string,float,bool), line -1
    ; <kuid2:61119:22007:1> : function $void@Router::PostMessage(int,int,string,string,float), line 268
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 528
- <kuid2:61119:22007:1> : Legacy function call: GameObject.GetId (file gs.gs)
  ; <kuid2:61119:22007:1> : Script class: variableSpeedBoard
  ; <kuid2:61119:22007:1> : MeshObject: <kuid2:61119:22007:1> "VSB NSW Surveyor Only"
  ; <kuid2:61119:22007:1> : Script callstack
    ; <kuid2:61119:22007:1> : function $int@GameObject::GetId(), line -1
    ; <kuid2:61119:22007:1> : function $void@variableSpeedBoard::callToRule(), line 521



Cheers
 
Last edited:
And objects loading randomly....

AvSE8no.png

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IYfT1nB.png



And this issue still isn't fixed with winter textures showing in a summer set session
LtE9BCz.png


This was tested using Centrella Sub Division TRS19. This is already in the TCCP system under package 519.
I'm also going to say this update basically broke all of my upcoming DLC's as well....


Cheers
 
Portals now fail with script errors:

- <kuid2:30501:22006:5> : File portaltunnel.gs, Line -1, ER_NativeCallError
; <kuid2:30501:22006:5> : Script class: PortalTunnel
; <kuid2:30501:22006:5> : MeshObject: <kuid2:30501:22006:5> "Portal Basic"
; <kuid2:30501:22006:5> : Script callstack
; <kuid2:30501:22006:5> : function $int@GameObject::GetId(), line -1
; <kuid2:30501:22006:5> : function $void@PortalTunnel::EmitTrain(Soup), line 577
; <kuid2:30501:22006:5> : function $void@PortalTunnel::CheckEmitTrains(), line 952
; <kuid2:30501:22006:5> : function $void@PortalTunnel::ThreadEmitTrains(), line 931
- <kuid2:30501:22006:5> : File portaltunnel.gs, Line -1, ER_NativeCallError
; <kuid2:30501:22006:5> : Script class: PortalTunnel
; <kuid2:30501:22006:5> : MeshObject: <kuid2:30501:22006:5> "Portal Basic"
; <kuid2:30501:22006:5> : Script callstack
; <kuid2:30501:22006:5> : function $int@GameObject::GetId(), line -1
; <kuid2:30501:22006:5> : function $void@PortalTunnel::EmitTrain(Soup), line 577
; <kuid2:30501:22006:5> : function $void@PortalTunnel::CheckEmitTrains(), line 952
; <kuid2:30501:22006:5> : function $void@PortalTunnel::ThreadEmitTrains(), line 931
 
And objects loading randomly....


{Pics removed}


And this issue still isn't fixed with winter textures showing in a summer set session


This was tested using Centrella Sub Division TRS19. This is already in the TCCP system under package 519.
I'm also going to say this update basically broke all of my upcoming DLC's as well....


Cheers

I wouldn't touch anything on that route for now and make any drastic changes based on the problems found in this version. This is a test version and clearly indicates problems. N3V should repair the problems and your route as is will be intact.

I found an issue with the seasonal objects as well. I have some built-in trees that keep losing leaves and my route is set in July. I reported this above.
 
I wouldn't touch anything on that route for now and make any drastic changes based on the problems found in this version. This is a test version and clearly indicates problems. N3V should repair the problems and your route as is will be intact.

I found an issue with the seasonal objects as well. I have some built-in trees that keep losing leaves and my route is set in July. I reported this above.

I'm not editing it as I don't want to keep running it through the 14 beta test days on TCCP (that route has gone through endless beta testing cycles to get all of the issues iron out). Once the current beta testing ends I'm then pushing it to N3V to get it released.

I'm aware its a test version, but I also ran my DLC's through the previous Trainz + betas and none where bad like this round. Good news is that the objects that are loading that shouldn't be loaded don't disappear from the actual placement spots so they're still there, but seeing all these objects just being randomy loaded when I'm nowhere near there just frustrates me (same with the countless script errors that are popping up all the time that never did in previous versions).

My content creation version of from my Steam version while the N3V version is used for testing purposes.

Cheers
 
That makes sense. Keep the testing a testing version, which is what I do. I break routes, and push the program. N3V will sort this out and once done then release it.

The objects, though, I haven' seen that in ages. That was an older bug if I recall from the early days of TRS19 and the latter days of TANE. The objects are not really there, but occur in the scene. I remember seeing that in MPS quite often with trees and other objects. The problem with bugs like that is it's awful trying to repeat error. This is one of those quirky ones.

I have had an intermittent one with ATLS crossings. The controller or slave displays the channel number in Driver. I snapped a screen shot and it disappeared and it hasn't appeared since. I need to do a Windows screen grab to catch that one.
 
Yep, need a seperate version for testing purposes so might as well use the beta versions when available. I'm hoping they do sort everything out as this will be frustrating having to rebuild everything because Trainz went crazy....

I only seen this in one version of Trainz and that was on the Tidewater route in TRS2006 with the trees. Since then until now never seen the objects doing this until this update. I never seen it happen in MPS mode though so can't really say anything about that.

Trainz... what am I going to do without the bugs in Trainz?:)

Cheers
 
With the portals, there has something changed. I have an old map, originally version 2.4, the last time saved under 4.6.
With the previous version of Trainz Plus when a consist arrived at the end of the portal, the first piece of the consist derailed, and then the following and so on. With the newest version of Trainz Plus Beta, the whole consist is derailing, when the first piece of rollingstock is arriving at the end of the portal.

Regards
Swordfish
 
I'm definitely seeing a drop in performance with this update. Previous build was relatively smooth with the odd falter but this build, with no changes whatsoever to the route or session, I am getting a rapid stutter most of the time.

Peter

One thing I have noticed about this new build is the continuous rotating of an arrow when you enter the 'Driver/Surveyor' screen. It is bottom centre and continues rotating endlessly as if the programme is trying to do something and not succeeding. It continues to rotate when clicking on a route but disappears when you open the route or session. Could this be the source of the poor performance?

Peter
 
One thing I have noticed about this new build is the continuous rotating of an arrow when you enter the 'Driver/Surveyor' screen. It is bottom centre and continues rotating endlessly as if the programme is trying to do something and not succeeding. It continues to rotate when clicking on a route but disappears when you open the route or session. Could this be the source of the poor performance?

Peter

I noticed that as well and also the poor performance overall. I noticed too that once there's an assertion message (I can't remember which one right now!), the performance drops. It may be related to something there and not necessarily the spinning circle.
 
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