2014 Building your consist

Help, problems, solutions, questions and answer about the new TS2014 upgrade - all in one place.

Re: 2014 Building your consit

Unread postby Chacal » Sat Oct 05, 2013 9:21 pm

RSMattP wrote:Enable LogMate (i'm sure there are instructions around here to do it!) and then look to see what the last thing it was doing was before it crashed - you'll most likely find it's working through one of your asset folders.

Matt Peddlesden
RailSimulator.com


Thanks Matt.

This may be one of the most useful posts in a long while.
I had not tried the consist builder before, but because of this thread I just tried it and it crashed promptly.
I used LogMate as Matt suggested, and discovered the following in the log:

Code: Select all
[Content 21:30:05] Trace cRailVehicleDatabase.cpp : 726 = Building Ded Mozaj\CHINA
[Content 21:30:05] Trace cRailVehicleDatabase.cpp : 726 = Building denlog\denlog model
[Content 21:30:05] Trace cRailVehicleDatabase.cpp : 726 = Building desrupter\zusatz
[Content 21:30:05] Trace cRailVehicleDatabase.cpp : 726 = Building Developer\Addon
[RunTimeError 21:30:05] cBlueprintSet::loadFile Failed to load blueprint: RailNetwork\TrackRules\PONtrack.bin


What do you know, our old friend PONtrack.bin. I thought I had delete all copies of it.
Sure enough, I got a look into Developer\Addon\RailNetwork\TrackRules and there it was.
After deleting it, the consist builder loaded without crashing.

The first time you load the consist builder it looks at every asset you have and builds its Railvehicle database (Raileorks\Content\RVDBCache.bin).
If you have a lot of assets it will take a long time (Loading XX%).
The next time it will load much quicker (in LogMate you will see "Skipping" instead of "Building").

It is interesting to use the consist builder as QA testing for assets.
Once it has finished loading, by selecting assets you will see them rendered with all textures and effects. It will even execute lua scripts, so you get child objects like step lights (see picture). Old RW1 assets have the shadow decal underneath.

GP9.jpg


LogMate shows any errors and there are many. Missing textures, missing geopcdx, bad lua, missing blueprints, bad blueprints, etc.
If I had made any assets, I would certainly run them through this for QA.
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Re: 2014 Building your consist

Unread postby mikesimpson » Sat Oct 05, 2013 10:33 pm

Chacal wrote:Drive / Quick drive / Train / Select an engine / Edit


Many thanks - now that was really obvious *!rolleyes!*

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Re: 2014 Building your consist

Unread postby thecanadianrail » Sat Oct 05, 2013 11:57 pm

I'm going to be the one to ask, how do you enable log mate?
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Re: 2014 Building your consist

Unread postby Chacal » Sun Oct 06, 2013 12:21 am

Add this to the launch options in the Steam client:
-LogMate -SetLogFilters="All" -lua-debug-messages

Or do like me, make a shortcut for Railworks, and use this as the target:
[your Steam path]\steam.exe -applaunch 24010 -FPSLimit=30 EnableAsyncKeys -LogMate -SetLogFilters="All" -lua-debug-messages

EDIT: Removed deprecated -VC option
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Re: 2014 Building your consist

Unread postby PapaXpress » Sun Oct 06, 2013 12:27 am

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Re: 2014 Building your consist

Unread postby Mydnyte » Sun Oct 06, 2013 9:00 pm

I can load all the assets and make consists with no errors, but after I save them, then they never show up in the list when I go to use them.
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Re: 2014 Building your consist

Unread postby mikesimpson » Sun Oct 06, 2013 10:26 pm

Of course, RW_Tools has enabled you to build consists, QD consists and QD consist fragments for the past 12 months if you don't have any luck with the TS2014 consist editor which in any case will not build QD fragments.

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Re: 2014 Building your consist

Unread postby buzz456 » Mon Oct 07, 2013 11:04 am

RunTimeError 21:30:05] cBlueprintSet::loadFile Failed to load blueprint: RailNetwork\TrackRules\PONtrack.bin

This turned out to be about 90% of my problems when I was getting the load failures. There she was in about four or five places.
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Re: 2014 Building your consist

Unread postby OlPaint » Mon Oct 07, 2013 11:21 am

This may be slightly OT but is there a way to brighten the asset view in the Consist Builder edit screen?

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Re: 2014 Building your consist

Unread postby arizonachris » Mon Oct 07, 2013 6:47 pm

buzz456 wrote: RailNetwork\TrackRules\PONtrack.bin


Someone else just posted about the "PONtrack.bin" as being the problem, maybe it was Eric, or Chacal? I think deleting it was the cure. !*don-know!* (not sure what Thread it was in)
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Re: 2014 Building your consist

Unread postby Chacal » Mon Oct 07, 2013 8:00 pm

Yeah, it was for me.
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Re: 2014 Building your consist

Unread postby RSMattP » Tue Oct 08, 2013 3:10 pm

Hi again

Glad to hear you're making good progress with problems.

Mydnyte - If you make a consist and it isn't showing up in the custom consist list that seems to point to the loco you're using not having a "localised engine name" - we have heard of instances where if the localised engine name is missing then you can probably use it as a "light engine" consist but it won't work if you put wagons behind it.

Not sure why that is - but that seems to be the cure, stick in a name and off she goes.

If you're not the author of the stock you'll need to use SERZ to convert the engine blueprint BIN file to XML, drop in the names and convert it back again. But i'll leave that to the techie folks on this forum to fill in the blanks there if you need further detail!

If it's an official RSC DLC that's not working - let me know so I can report the fault internally. If it's from another source, the author might appreciate a short note letting them know so they can fix it (if you can verify that's the cure of course!).

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Re: 2014 Building your consist

Unread postby Chacal » Tue Oct 08, 2013 3:58 pm

@Mike Simpson: from the above post, an idea for a new function in RW-Tools: find all engines without a localised name.
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Re: 2014 Building your consist

Unread postby BNSF650 » Tue Oct 08, 2013 5:11 pm

Is this working now?
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Re: 2014 Building your consist

Unread postby mikesimpson » Tue Oct 08, 2013 5:43 pm

Chacal wrote:@Mike Simpson: from the above post, an idea for a new function in RW-Tools: find all engines without a localised name.


Well as I just heard about this 30 seconds ago, I am not sure what Matt meant by a Localised name - the loco .bin files have not changed their layout for years, e.g.

<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
<Blueprint>
<cEngineBlueprint>
<Name d:type="cDeltaString">EMD SW1500 Switcher BNSF</Name>
<BrowseInformation>
<iRailVehicleBlueprint-cBrowseRVInformation>
<DisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">EMD SW1500 Switcher BNSF</English>
<French d:type="cDeltaString"></French>
<Italian d:type="cDeltaString"></Italian>
<German d:type="cDeltaString"></German>
<Spanish d:type="cDeltaString"></Spanish>
<Dutch d:type="cDeltaString"></Dutch>
<Polish d:type="cDeltaString"></Polish>
<Russian d:type="cDeltaString"></Russian>
<Other/>
<Key d:type="cDeltaString"></Key>
</Localisation-cUserLocalisedString>
</DisplayName>
</iRailVehicleBlueprint-cBrowseRVInformation>
</BrowseInformation>

Unless he was referring to foreign locos where there was no <English entry?

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