Is the Theory About .ap Files Correct?

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Re: Is the Theory About .ap Files Correct?

Unread postby krellnut » Tue Oct 29, 2013 7:01 pm

I think its time to shift the community away from hacking the Assets folder


Really? I don't know if your using any of my sounds, but if I can't get them to work anymore; TS2014 is in the archives.
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Re: Is the Theory About .ap Files Correct?

Unread postby harryadkins » Tue Oct 29, 2013 7:37 pm

Based on several conversations with RSC, I believe we can work with AP files and still have the mods that make this sim more realistic. Part of the problem lies in the way Steam verifies the RSC installation. Everything in the folder that contains an AP file is subject to be deleted so that Steam can verify the install and ease the process of troubleshooting.

I think we can create new folders with cloned copies of RSC assets that will not be subject to AP file verify process. For example, once we have expanded the RailsimulatorUSAssets.ap file contained in the RailSimulatorUS folder, we can clone that folder to a new folder named RailSimulatorUS-Mods. We can then copy the RSC assets into that folder and mod them as we wish. The same can be done with any other RSC folder. In truth, this is what we should have been doing all along, but who knew. We can also make the mods folders smaller so they won't strain the number of assets TS2014 has to read and open.

On the other hand, I might be totally wrong (it wouldn't be the first time). I'm certainly not ready to give up the mods I enjoy and run "plain vanilla" consists. MSTS bore no resemblance to its original package by the time we had finished with it.
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Re: Is the Theory About .ap Files Correct?

Unread postby Ericmopar » Tue Oct 29, 2013 8:00 pm

So does this RailSimulatorUS_Mods folder get the .ap extension?

And how does the program follow what should be an unfamiliar file path?

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Re: Is the Theory About .ap Files Correct?

Unread postby buzz456 » Tue Oct 29, 2013 8:07 pm

krellnut wrote:
I think its time to shift the community away from hacking the Assets folder


Really? I don't know if your using any of my sounds, but if I can't get them to work anymore; TS2014 is in the archives.


Huh. they are working fine in 2014.
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Re: Is the Theory About .ap Files Correct?

Unread postby krellnut » Tue Oct 29, 2013 8:27 pm

I know the sounds are working fine. I'm responding to his comment by saying if I can't hack asset folders any longer and use my sounds or anything else for that matter, I'm out.
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Re: Is the Theory About .ap Files Correct?

Unread postby harryadkins » Tue Oct 29, 2013 9:03 pm

I would not put the ap files in the mods folders. Yes, it will be a pain to have to go back and edit hundreds of scenarios. At this point, my post was more of a discussion startup than a solution.
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Re: Is the Theory About .ap Files Correct?

Unread postby buzz456 » Wed Oct 30, 2013 7:21 am

How about we get Mike to modify RWTools so that we can make mods read only files so that Steam can't change them? I have no idea what I'm talking about here, just an idea.
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Re: Is the Theory About .ap Files Correct?

Unread postby peterhayes » Wed Oct 30, 2013 3:32 pm

Buzz
The only caveat is if the cache verification cannot delete a file it might go into meltdown. Above I suggested using Windows permissions to remove the delete function from any file or folder but that could also cause the verification algorithm to throw a wobbly.
But you never know.
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Re: Is the Theory About .ap Files Correct?

Unread postby mikesimpson » Wed Oct 30, 2013 5:01 pm

buzz456 wrote:How about we get Mike to modify RWTools so that we can make mods read only files so that Steam can't change them? I have no idea what I'm talking about here, just an idea.


Nope, actually when you unpack the .ap files with either 7zip or RW_Tools, all the unpacked files have the 'R' flag for read-only set, but they can still be deleted. On top of which they can't be used in RW_Tools as for some reason it does not see the files with the read-only flag set, probably because it has to open the .bin files to see what is inside them in for example the Assets Editor, and can't do that with read-only files.

So for use in RW_Tools they do need to be read/write

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Re: Is the Theory About .ap Files Correct?

Unread postby OlPaint » Mon Nov 04, 2013 12:03 am

Mike

It appears that all the new RSC DLC are being released as .AP archives. GreatNortherner's new Wagon Packs in Marketplace are perfect examples installed directly into the GreatNortherner assets folder.

Have you had a chance to look at Doc Machinist's 2-Clickz Mod Reinstaller Utility I reference above? It seems to be a really easy way to reinstall all our repaints or sounds or enhanced loco lighting mods into the old normal directory tree structure cloned from the decompressed .AP files using DOS batch commands.

Also, HarryAdkins idea to make renamed directory tree clones of all these new compressed assets and routes may hold some merit.

But, why not clone just the RailVehicles and the Audio and the Lights folders that hold blueprints of all our .AP assets needed by us modders and repaint artists where we can load our new assets work. This would save quite a bit of HDD space by not uncompressing everything from the .AP archive. I have started an experiment to do just that. But right now I have to decompress each .AP archive, one at a time, then set the Read/Write folder attribute for these directories one at a time in RW_Tools. But since I have collected all my repaints and mods into the 2-Clickz paradigm, I can reload them at any time if Railworks decides to remove them.

What would be handy is a Batch Utility similar to 2-Clickz or a command option in RW_Tools that would selectively uncompress a selected set of directory tree folders, maybe from a list of our DLC .AP files, that could be run to rebuild the shell of clone folders to hold the mods that 2-Clickz would reload to. Then finish up by setting the Read/Write attribute so Asset Viewer and Scenarios Edit options in RW_Tools could handle. Command-line 7zip and DOS Attribute instructions with the DOS batch executable could satisfy this dream. My knowledge of DOS Command-Line instructions is quite dusty. I don't know how to begin such a project.

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Re: Is the Theory About .ap Files Correct?

Unread postby Chacal » Mon Nov 04, 2013 2:20 am

I can whip something up for you easily but Iwon't have time to look into it before Tuesday or Wednesday night.

Please provide examples of "a selected set of directory tree folders".
Also explain exactly the result you are expecting.
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Re: Is the Theory About .ap Files Correct?

Unread postby OlPaint » Tue Nov 05, 2013 6:54 pm

Chacal

Since RSC is releasing more and more DLC content and assets in the .AP archived format, we need a method to "bulk" decompress and then set the attributes of all the normal directory tree structure files to Read/Write so that Mike's RW_Tools can function as they have before. I seem to remember from my college DOS class that a batch executable file can operate on a list, in this case, a list of .AP files. But all my text books are packet up in boxes in the basement. So I am at a loss trying to remember the code... I know that RW_Tools V.5.0 has all the tools needed to prepare the normal directory tree structure files and folders but they have to be applied manually for each individual .AP file. And that is becoming increasingly a great big drudge to do more that once or twice. A Batch utility, similar to Doc Machinist's 2-Clickz in design, would be the ticket, IMHO.

Also, from my basic understanding of the normal directory structure of Railworks, the important folder in the uncompressed assets directory path for each group of rolling stock that a Modder's Repaints reside, is "RailVehicles" including all the daughter folders beneath that parent directory. So the Path that leads to the RailVehicles folder for each asset folder is what needs to be unpacked. The remainder of the .AP file can remain compressed.

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Re: Is the Theory About .ap Files Correct?

Unread postby Chacal » Wed Nov 06, 2013 12:34 am

Railvehicles, got that.
I'll work on this as soon as possible.
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Re: Is the Theory About .ap Files Correct?

Unread postby harryadkins » Wed Nov 06, 2013 9:56 pm

I saved this note from a response by RSMATT regarding single route installs. My test was with only one 3rd party route and its assets and it seems to be working. In the new folder I unpacked only the AP files I need with 7-zip. The new install is not affected by a Steam upgrade or a Verify Files. It also works with RW Tools when I redirect the RW path.

"Creating Single Route Installs

If you're developing content then I recommend you create yourself a separate "dev" installation of railworks, it's dead easy. Create a folder, I use "c:\dev" and copy everything from the railworks folder (so that railworks.exe is sitting in c:\dev). You can leave Assets and Content where they are for now.

Now, in your dev folder, ONLY put the route that you're working with and the Assets that you need and NOTHING more. Put your source in the source folder and use the utilities etc from the dev folder - do everything in that dev folder.

Now when you run the packager it'll be extremely quick, the sim will run nice and fast, menus will be clear and free of everything you don't need and generally you'll be far better off. Another key advantage for those who are distributing via Steam is that when you submit your content for upload to steam, it'll get downloaded shortly afterwards on to your machine - if you're developing in the live install it'll overwrite what you're doing. If you develop in c:\dev it won't have any effect, so you'll be able to have your current in-development version and the current on-steam versions accessible.

It's how the teams internally work, and definitely the best way to go.

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Re: Is the Theory About .ap Files Correct?

Unread postby OlPaint » Fri Nov 08, 2013 9:59 pm

HarryAtkins

I got to agree with you that, when developing a personal route from scratch, a dedicated DEV folder structure, beyond the reach of an arbitrary removal or unwanted destruction by RSC of our cherished collection of Mods or Repaints, would aid in protecting our designs from a re-download and re-check of the .AP archives and their included files.

But what about the huge library of 3rd-Party repaint assets and route scenarios that already exist in RWA or UKTrainSim or TrainSim Libraries. Are not these, having been built by our Community of Repainters and 3D Designers, really modifications of RSC DLC assets and content? A dedicated folder structure, constructed to be out of reach of the RSC "Verify Integrety..." process, would require the re-addressing of each and every 3rd-Party rolling stock blueprint for both assets and scenario content to alias our new protected and dedicated DEV folder structure. Correct?

IMHO, To Me, that is a task beyond our ability to undertake.

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