This relates specifically to DefaultLocomotiveCabin.gs, and an attempt by me to correct a bug.
The .GS version is in C:\SteamLibrary\steamapps\common\Trainz Railroad Simulator 2019\resources\scripts
The .GSL version is in C:\SteamLibrary\steamapps\common\Trainz Railroad Simulator 2019\resources\prebuilt\libraries
I thought it would be a simple matter, to change a conditional statement - save the .gs file - compile a .gsl file from that - and place them in the correct directories.
Trainz however complains. From the log:
! <kuid2:175455:100373:1> : SpecsManager GSMachine::GetLibrary> library '0x41627767 0x4DA794FB' not found in link table (defaultlocomotivecabin.gs)
That is one of numerous examples, and it seems my DefaultLocomotiveCabin has a different number that 0x41627767. I did an extended database rebuild, but that did not fix it (made it worse in fact as numerous assets failed because DefaultLocomotiveCabin was not available.
I'm now attempting 'TrainzUtil --force --nofail' but while it's still running right now, it's already thrown errors that tell me it too will not "solve" this.
I AM NOT ASKING HOW TO RESTORE MY GAME - I made backups and if I give up I'll put them back.
What I AM asking is, Is there anyway to force trainz accept my edited DefaultLocomotiveCabin script? OR is this simply locked down to prevent end user tampering?
For those who might be curious, here's what I changed around line 265:
The .GS version is in C:\SteamLibrary\steamapps\common\Trainz Railroad Simulator 2019\resources\scripts
The .GSL version is in C:\SteamLibrary\steamapps\common\Trainz Railroad Simulator 2019\resources\prebuilt\libraries
I thought it would be a simple matter, to change a conditional statement - save the .gs file - compile a .gsl file from that - and place them in the correct directories.
Trainz however complains. From the log:
! <kuid2:175455:100373:1> : SpecsManager GSMachine::GetLibrary> library '0x41627767 0x4DA794FB' not found in link table (defaultlocomotivecabin.gs)
That is one of numerous examples, and it seems my DefaultLocomotiveCabin has a different number that 0x41627767. I did an extended database rebuild, but that did not fix it (made it worse in fact as numerous assets failed because DefaultLocomotiveCabin was not available.
I'm now attempting 'TrainzUtil --force --nofail' but while it's still running right now, it's already thrown errors that tell me it too will not "solve" this.
I AM NOT ASKING HOW TO RESTORE MY GAME - I made backups and if I give up I'll put them back.
What I AM asking is, Is there anyway to force trainz accept my edited DefaultLocomotiveCabin script? OR is this simply locked down to prevent end user tampering?
For those who might be curious, here's what I changed around line 265:
Code:
/*
if (wheelslip_light)
wheelslip_light.SetValue(loco.GetEngineParam("wheelslip"));
*/
// T.E.T. frogpipe
Interface.Print("frogpipe");
if (wheelslip_light)
if (loco.GetEngineParam("wheelslip") != 0)
wheelslip_light.SetValue(1);
else
wheelslip_light.SetValue(0);
// end T.E.T. frogpipe