Patch for TS15 coming soon

Forum for discussing Train Simulator 2015

Patch for TS15 coming soon

Unread postby JohnTrainHead » Sat Oct 04, 2014 10:46 am

DTG wrote:
Train Simulator 2015 patch coming soon
October 4, 2014 at 2:41am
We will soon be releasing the first patch for TS2015. The patch is focused on improving stability, speed and general performance within the game. It also includes a fix for the loss of player scenario data commonly called the "Green tick bug".

The full patch notes are as follows:

Improved code that handles rendering of SingleSlip junctions
Fixed issue of game holding on to old scenario data and crashing HUD
Fixed issue with leaderboard data processing
Fixed issue in SimpleControls where direction change was being ignored
Fixed display of TS icon when pinned to start bar Improved GoogleMaps overlay performance
Fixed issue of scenario messages persisting after restart
Added a check to ensure Steam does not touch the ConsistsTemplates.xml which contains user generated tconsists
Fixed a bug with snowflakes being rendered behind distant mountains
Fix bug where distance mountains would render on top of objects in train cabs
Fixed issue of platform lights getting black halo effect
Fixed issue for new users not having required data for Green Ticks
Fixed issue of missing scenario data affecting Green Ticks Added better handling of quick changes in lengthy text on the HUD Fixed a crash in the Platform Controller code
Fixed a loop hole in career scenario save games
Added a check to prevent a crash in the Blueprint Editor
Added memory and game time data to the minidump output
Added the state of 3D clouds to the minidump output
Added the Route Lock state to the minidump output
Added scenario ID to minidump if it is QuickDrive generated
Added FPS counter to Edit Mode
Added a fix for the icon location Improved the rendering sequence for TrainGlass and TrainEmissiveGlow shaders
Improved rendering order of Z sorted elements
Improved processing order of Sky Renderer
Improved order of headlight rendering against particle system
Changed rendering order of PostTrainLightGlow to ensure glows are rendered in front of glass
Added option to Shader materials to allow more control on rendering process
Fixed crash related to output window data in Blueprint Editor
Improved data in minidumps related to LegacyMode
Fixed crash related to RGB values for shadow maps
Fixed an issue with textures not aligning correctly
Fixed issue of track data remaining after it had been deleted
Fixed an issue causing 'out of memory' to be reported
Fixed issue in Traversers that was causing error saves to become corrupted
Fixed a crash related to rendering of grass in ground textures
Fixed a crash on start up related to device checking
Fixed crash occurring on game shut down related to texturing
Fixed a crash related to saving the state of turntables and traversers Improved code related to loading AP files

The patch is expected to be released either Tuesday or Wednesday next week. we will confirm the final date in advance. We also advise that you back up any third party or custom content you have installed ready for the patch release. .

In the meantime we are continuing to collect further information from you all about a range of additional issues. If you would like to help and provide further information you can do in the feedback threads on the official Train Simulator Steam forum found here http://steamcommunity.com/app/24010/discussions/13/
John Gori
User avatar
JohnTrainHead
 
Posts: 940
Joined: Sun Sep 08, 2013 10:54 am
Location: Maryland

Re: Patch for TS15 coming soon

Unread postby _o_OOOO_oo-Kanawha » Sat Oct 04, 2014 10:54 am

JohnTrainHead wrote:
DTG wrote:
Train Simulator 2015 patch coming soon
October 4, 2014 at 2:41am
We will soon be releasing the first patch for TS2015. The patch is focused on improving stability, speed and general performance within the game. It also includes a fix for the loss of player scenario data commonly called the "Green tick bug".

The full patch notes are as follows:

Improved code that handles rendering of SingleSlip junctions
Fixed issue of game holding on to old scenario data and crashing HUD
Fixed issue with leaderboard data processing
Fixed issue in SimpleControls where direction change was being ignored
Fixed display of TS icon when pinned to start bar Improved GoogleMaps overlay performance
Fixed issue of scenario messages persisting after restart
Added a check to ensure Steam does not touch the ConsistsTemplates.xml which contains user generated tconsists
Fixed a bug with snowflakes being rendered behind distant mountains
Fix bug where distance mountains would render on top of objects in train cabs
Fixed issue of platform lights getting black halo effect

Fixed issue for new users not having required data for Green Ticks
Fixed issue of missing scenario data affecting Green Ticks Added better handling of quick changes in lengthy text on the HUD Fixed a crash in the Platform Controller code
Fixed a loop hole in career scenario save games
Added a check to prevent a crash in the Blueprint Editor
Added memory and game time data to the minidump output
Added the state of 3D clouds to the minidump output
Added the Route Lock state to the minidump output
Added scenario ID to minidump if it is QuickDrive generated
Added FPS counter to Edit Mode
Added a fix for the icon location Improved the rendering sequence for TrainGlass and TrainEmissiveGlow shaders
Improved rendering order of Z sorted elements
Improved processing order of Sky Renderer
Improved order of headlight rendering against particle system
Changed rendering order of PostTrainLightGlow to ensure glows are rendered in front of glass

Added option to Shader materials to allow more control on rendering process
Fixed crash related to output window data in Blueprint Editor
Improved data in minidumps related to LegacyMode
Fixed crash related to RGB values for shadow maps
Fixed an issue with textures not aligning correctly
Fixed issue of track data remaining after it had been deleted
Fixed an issue causing 'out of memory' to be reported
Fixed issue in Traversers that was causing error saves to become corrupted
Fixed a crash related to rendering of grass in ground textures
Fixed a crash on start up related to device checking
Fixed crash occurring on game shut down related to texturing
Fixed a crash related to saving the state of turntables and traversers Improved code related to loading AP files

The patch is expected to be released either Tuesday or Wednesday next week. we will confirm the final date in advance. We also advise that you back up any third party or custom content you have installed ready for the patch release. .

In the meantime we are continuing to collect further information from you all about a range of additional issues. If you would like to help and provide further information you can do in the feedback threads on the official Train Simulator Steam forum found here http://steamcommunity.com/app/24010/discussions/13/


That's quite a list. I appreciate it, and the link to the the feedback thread which I presume DTG is following. It shows they care.

The bolds struck my mind as I think they relate to the visual image on screen and are noticeable by everyone.

What is a minidump, is it useful in debugging/finding errors/the reason why the game crashed? SBHH and its dump file are pretty useless.
Edwin "Kanawha"
Image
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)
User avatar
_o_OOOO_oo-Kanawha
 
Posts: 3231
Joined: Mon Nov 14, 2011 2:12 pm

Re: Patch for TS15 coming soon

Unread postby BoostedFridge » Sat Oct 04, 2014 11:53 am

JohnTrainHead wrote:
DTG wrote:

Improved GoogleMaps overlay performance


Yes! Thank you DTG! **!!bow!!**
User avatar
BoostedFridge
 
Posts: 2277
Joined: Sat Aug 24, 2013 6:39 am
Location: Vancouver, BC

Re: Patch for TS15 coming soon

Unread postby imnew » Sat Oct 04, 2014 12:03 pm

Quite the list DTG. Thanks for fixing all these issues !*salute*!
Intel Core I7-7770K, ZOTAC GTX 1080 Ti AMP
Extreme, ASUS ROG Strix Z270H, 16 GB HyperX Fury DDR4, Samsung 850 EVO 500GB, Corsair Force MP500 240GB M.2, 34" Ultra Wide Samsung Monitor
User avatar
imnew
 
Posts: 2456
Joined: Tue Aug 25, 2009 1:41 pm

Re: Patch for TS15 coming soon

Unread postby Chacal » Sat Oct 04, 2014 12:54 pm

OMG DTG finally hired a programmer for the core engine.

And they publish a changelog too, isn't that a first?
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6514
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: Patch for TS15 coming soon

Unread postby dfcfu342 » Sat Oct 04, 2014 4:19 pm

Chacal wrote:OMG DTG finally hired a programmer for the core engine.

And they publish a changelog too, isn't that a first?


They've published them before, but few and far between. I'm just happy to see that they're beginning to show a little more transparency and more involvement with the end consumer rather than just cranking out new DLC. A little effort goes a long way.
dfcfu342
 
Posts: 241
Joined: Sun Jul 22, 2012 1:42 pm

Re: Patch for TS15 coming soon

Unread postby GSkid » Sat Oct 04, 2014 5:43 pm

This announcement makes me both very happy and very upset....

Very happy..... because they are not only fixing stuff, they are telling us EXACTLY what is being fixed.

Very upset... because it puts a spotlight on the fact they can quickly come with all these fixes only 2 weeks after release, but my SD70ACe still doesn't shine a headlight down the track and still has stretchy couplers....all from a DLC pack that's been out on Steam for years now.

It's like a father that goes out of his way to quickly attend to the needs of his kids from his 2nd marriage, yet totally ignores his kids from his 1st marriage. Those kids feel forgotten. **!!2cents!!**
EMD 2-strokes rule! My all time favorite: SD45X also love the SD40-2/SD40T-2/SD45-2/SD45T-2/DD35A/DDA40X/SD70ACe/SD80ACe

Southern Pacific RR! Bloody nose/Serif lettering - Donner Pass/Tehachapi Pass/Cajon Pass/UP Coast Line


i7-11800H // RTX 3070 // 16GB DDR4 // 2TB SSD // 16” 165Hz WQXGA 16:10 w/G-Sync // TS Classic // TSW5 // Run 8 V3
User avatar
GSkid
 
Posts: 1196
Joined: Fri Sep 07, 2012 2:17 am
Location: UP's Santa Barbara subdivision - USA

Re: Patch for TS15 coming soon

Unread postby dfcfu342 » Sat Oct 04, 2014 8:41 pm

Don't forget the DTG core team is probably up to their ears in working on the new game platform for the coming years. I imagine updating old DLC is far down the list at this point and we have our own update for the Kuju ES44 and the SD70's right in our own file library. !!*ok*!!
dfcfu342
 
Posts: 241
Joined: Sun Jul 22, 2012 1:42 pm

Re: Patch for TS15 coming soon

Unread postby Chacal » Sat Oct 04, 2014 8:55 pm

GSkid wrote:they can quickly come with all these fixes only 2 weeks after release, but my SD70ACe still doesn't shine a headlight down the track and still has stretchy couplers


Different tasks, done by different teams. One doesn't preclude the other.
Fixing bugs in the program is done by programmers.
Fixing DLC is done by content developers such as model builders, etc.
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6514
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: Patch for TS15 coming soon

Unread postby buzz456 » Sat Oct 04, 2014 8:59 pm

Or maybe like almost every other game out there they have decided that very old legacy stuff is done. Let's face it parts are hard to get from GM for a '56 Oldsmobile. Maybe they have just moved on and any improvements are going to be done by the community.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21010
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Patch for TS15 coming soon

Unread postby GSkid » Sat Oct 04, 2014 10:14 pm

buzz456 wrote:Or maybe like almost every other game out there they have decided that very old legacy stuff is done. Let's face it parts are hard to get from GM for a '56 Oldsmobile. Maybe they have just moved on and any improvements are going to be done by the community.


Funny you used a '56 Oldsmobile as an example. I sold auto parts for 4 years part-time and parts for older cars are surprisingly easy to get depending on the part. Almost always from 3rd parties. Most car companies now commit to only providing most parts for about 10 years after a model year. Then it's usually all 3rd parties after that. That's why car dealers keep active accounts at auto parts stores. They order parts all the time from them cuz the car maker no longer has them.

The problem with your analogy is that GM no longer sells a '56 Oldsmobile. On the other hand..... DTG still sells the SD70 packs....and at full price on top of that. They have even made more skins for them (the NS heritage pack). Also... the SD70 pack isn't exactly "very old legacy stuff".

Also remember that they took BOTH the DDA40X and P42 OFF the Steam marketplace until some fixes were made. So it's not like they haven't fixed older DLC content in the past.


To Chacal ...

There are CONTENT programmers inside DTG that know the parts of the SD70 DLC's code that make the headlight shine down the track and stops stretchy couplers. Whether a locomotive model is made in-house or contracted out from 3rd parties.....the programming frame work with which they BOTH work in.... is the same. It's why layman users that had nothing to do with the production of the DLC know where to look and what headers to seek out to make the DLC function right.

If a layman user can figure it out, a content programmer at DTG that does this for a living can certainly figure it out and fix it....and rather quickly if he's as proficient at his job as he should be.
EMD 2-strokes rule! My all time favorite: SD45X also love the SD40-2/SD40T-2/SD45-2/SD45T-2/DD35A/DDA40X/SD70ACe/SD80ACe

Southern Pacific RR! Bloody nose/Serif lettering - Donner Pass/Tehachapi Pass/Cajon Pass/UP Coast Line


i7-11800H // RTX 3070 // 16GB DDR4 // 2TB SSD // 16” 165Hz WQXGA 16:10 w/G-Sync // TS Classic // TSW5 // Run 8 V3
User avatar
GSkid
 
Posts: 1196
Joined: Fri Sep 07, 2012 2:17 am
Location: UP's Santa Barbara subdivision - USA

Re: Patch for TS15 coming soon

Unread postby Chacal » Sat Oct 04, 2014 11:21 pm

I know what you mean, of course the content builders at DTG can easily fix DLC problems, but as buzz said they are tasked on building new content rather than updating old content.

BTW, don't use the word "programmers" for content builders. They're not programmers because there's no such thing as DLC "code", with the exception of lua code (even that is arguable). DLC is made of data, i.e. information that is read by executable code. Even xml files are just data, they are not executable.
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6514
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: Patch for TS15 coming soon

Unread postby GSkid » Sun Oct 05, 2014 12:51 am

Chacal wrote:I know what you mean, of course the content builders at DTG can easily fix DLC problems, but as buzz said they are tasked on building new content rather than updating old content.

BTW, don't use the word "programmers" for content builders. They're not programmers because there's no such thing as DLC "code", with the exception of lua code (even that is arguable). DLC is made of data, i.e. information that is read by executable code. Even xml files are just data, they are not executable.


I'm using code as a generic blanket term. Programming isn't just making executable code, it can also extend to data set variables. When you use a programmable drum machine, you are programing the beat patterns (data sets) and not making executable code (the drum machine's firmware/software that actually interprets the data and plays the drum samples). I mean... when they say you are "programing" your VCR or DVR to record a show, you are only punching in data sets (channel, start time, end time) for it to follow. You didn't write a lick of code, but they still call it "programing" now don't they?

Programming is a generic blanket term. It's not just making programs that run... it also pertains to the creating of the data variables needed for it to do it's job correctly.

But like I said.... I'm very happy and thankful they are fixing the sim. Some fixing is better than no fixing......right? *!!thnx!!*
EMD 2-strokes rule! My all time favorite: SD45X also love the SD40-2/SD40T-2/SD45-2/SD45T-2/DD35A/DDA40X/SD70ACe/SD80ACe

Southern Pacific RR! Bloody nose/Serif lettering - Donner Pass/Tehachapi Pass/Cajon Pass/UP Coast Line


i7-11800H // RTX 3070 // 16GB DDR4 // 2TB SSD // 16” 165Hz WQXGA 16:10 w/G-Sync // TS Classic // TSW5 // Run 8 V3
User avatar
GSkid
 
Posts: 1196
Joined: Fri Sep 07, 2012 2:17 am
Location: UP's Santa Barbara subdivision - USA

Re: Patch for TS15 coming soon

Unread postby BoostedFridge » Tue Oct 07, 2014 12:01 pm

Are we likely to get any notice of when this update will release?

*edit*
Just saw this in the other thread...

viewtopic.php?f=6&t=12446
User avatar
BoostedFridge
 
Posts: 2277
Joined: Sat Aug 24, 2013 6:39 am
Location: Vancouver, BC

Re: Patch for TS15 coming soon

Unread postby buzz456 » Tue Oct 07, 2014 12:41 pm

Hundreds will report nothing. Some will report no problems and a few will report TOTAL DOOMED.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21010
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Next

Return to TS 2015

Who is online

Users browsing this forum: No registered users and 0 guests