Bloodnok's colour light signals

clam1952
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Re: Bloodnok's colour light signals

Post by clam1952 »

Signals are on the DLS now, just downloading them!
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Re: Bloodnok's colour light signals

Post by Nexusdj »

Have these updated signals been previously tested in TS12 , I only tested them in TANE in conjunction with using them on routes with signals that are still using Bloodnok's original scripts ?

I note these are build 3.5 , if they aren't compatible or have removed functions in TS12 then they should of been uploaded as build 4.2 !

EDIT : clearly not tested in TS12 as they are all flagged red Faulty : Error: Tag 'asset-filename' in the container 'mosignal' is obsolete.

WARNING : Do not install these updated signals in TS12 they will break every route you have that uses them !!
High visibility pixels must be worn when on or about the line !!
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Re: Bloodnok's colour light signals

Post by PFX »

Looks like a large number of the signals are now available.

I had wondered why I was continually getting an error when attempting to use Pierre's IT. This thread'll answer my question and teach me to pay attention in future.

Cheers,
Innis
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clam1952
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Re: Bloodnok's colour light signals

Post by clam1952 »

All faulty in TS12 One user already complaining on the N3V forum Error: Tag 'asset-filename' in the container 'mosignal' is obsolete.
Basically they break ECML for TS12 users
That is such an obvious error, that tag has been obsolete since at least TS2009
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Re: Bloodnok's colour light signals

Post by Nexusdj »

Which clearly illustrates that these have not been tested in TS12 for compatibility or else they would've known about asset filename error ?!
So they have not been tested to see if the signals actually work correctly in TS12 . What functions have been removed in the script to make them TANE IT compatible ?

Problem is there's going to be a few users who don't frequent or use the forums who are going to download these thinking they are updates for use in TS12 .
Anybody downloading a route in TS12 that uses Bloodnok's signals will also get these as part of the dependencies download in CMP .

The help desk is going to get swamped as there are still plenty of TS12 users who for one reason or another only partly use TANE or not at all !
High visibility pixels must be worn when on or about the line !!
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Re: Bloodnok's colour light signals

Post by clam1952 »

Gawd knows how this can be sorted out as those versions will still be "updates" for TS12 even if versions with a TANE build are uploaded, technically it needs an up-version of the originals at 3.5 to get rid of the faulty ones and then a subsequent upversion and upload at a TANE build.

The best laid plans of mice and men......
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cyberdonblue
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Re: Bloodnok's colour light signals

Post by cyberdonblue »

Seems to be a certain irony here somewhere, doesn't there? - After we got the finger when we loudly complained about being left high and dry by Interlocking Towers? ;)

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Re: Bloodnok's colour light signals

Post by davies_mike57 »

Hi Trainz members,
and British Trainz technical support,

Important information for Trainz Simulator 12 users:

Downloaded these signal updates on the 7th March 2017 (7:00 AM AEST) from the Trainz Download Station:

Sig 4A BR Post Std RHS, <kuid2:60850:24019:11> (build version 3.5)
Sig 4A BR Post Std LHS, <kuid2:60850:24009:11> (build version 3.5)
Sig 3A BR Post Std RHS, <kuid2:60850:24015:11> (build version 3.5)
Sig 3A BR Post Std LHS, <kuid2:60850:24005:11> (build version 3.5)
Sig 3A BR Post Platform Std RHS, <kuid2:60850:24035:11> (build version 3.5)

All these modified assets are flagged as faulty in Content Manager 3.7

Error: Tag 'asset-filename' in the container 'mosignal' is obsolete.

The ECML Kings Cross - Newcastle route has now stopped working properly.
No signals displayed when playing in driver mode.

In the Trainz editor (3.7 build 61388) the signals are highlighted in red and cannot be used.

The scripts for these signals have been changed so that they will work in TANE (version 4.2)

They still show as (build version 3.5) so they auto download into Trainz Simulator 12 version (3.5 or 3.7)

As a quick fix:
All the user has to do is delete the updated signals in TS 12 and the original obsoleted version will load back into content manager.

Regards
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Re: Bloodnok's colour light signals

Post by davies_mike57 »

To:
Peter White, Nexusdj, Trainz Support Members,

These signals do really need to be supported ASAP because wow the number of downloaded layout assets that are effected.
Like Clam1952 pointed out that when you download an effected route the content manager updates any dependencies needed for the layout, and members that do not have much technical know-how would be wondering what to do.
There are about 27 signals effected with the update.
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Re: Bloodnok's colour light signals

Post by clam1952 »

See Zec's post on the N3V thread, it will be sorted out. http://forums.auran.com/trainz/showthre ... ost1583146
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Re: Bloodnok's colour light signals

Post by Peter White »

I must sincerely apologize to everyone affected by this mistake. It was purely an oversight on my part.
I am in dialogue with N3V on how to rectify the problem.
I have recently converted all the affected signals to build 4.2 but have come across another problem. All the 'sighting cantilever' signals are coming up with a 'maximum 500 polygon' error and i don't have access to the meshes so I am a bit stuck with that one.

Peter
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Re: Bloodnok's colour light signals

Post by Nexusdj »

For the moment forget updating these to build 4.2 , You need to get updates on the DLS as a priority with a higher Kuid2 as build 3.5 and containing Bloodnok' original script , these will override the faulty versions for TS12 users . Get that sorted first then sort out what to do with updating them to build 4.2 !!

Everyday these broken versions remain on the DLS then more and more ts12 users are going to download them and break their routes that use them .

The other alternative is to get N3V to delete these current faulty versions from the DLS though that will leave ghost versions in CMP .
High visibility pixels must be worn when on or about the line !!
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Re: Bloodnok's colour light signals

Post by clam1952 »

I've just had a go a sorting one out in TANE at 4.1 all sorts of errors, this isn't going to be simple to sort out.

Working on <kuid2:60850:24225:11>

Just fixed the obvious errors on one and although still OK in TANE at 3.5 they are not in TS12.

In TS12 Script incompatible I would say?
eg:

Code: Select all

Error: vsrsignal.gs(192) : function IsSignalStateAutomatic not declared, line 192.
Error: vsrsignal.gs(195) : invalid if expression, line 195.
Error: vsrsignal.gs(771) : function IsSignalStateAutomatic not declared, line 771.
Error: vsrsignal.gs(777) : invalid if expression, line 777.
Error: vsrsignal.gs(805) : function IsSignalStateAutomatic not declared, line 805.
Error: vsrsignal.gs(805) : illegal types for unary operand !, line 805
Error: vsrsignal.gs(810) : invalid if expression, line 810.
Error: vsrsignal.gs(858) : function IsSignalStateAutomatic not declared, line 858.
Error: vsrsignal.gs(864) : invalid if expression, line 864.
Error: .. while compiling 'vsrsignal.gs'
Forgetting TS12 which are going to need the originals reinstating.

In TANE upversioning to 4.1 it gets worse and is now broken.

Code: Select all

; TADTaskValidate::Exec
; TrainzWorkerBatch
; TrainzWorkerBatch
; TADTaskValidate::Thread
; Validating <kuid2:60850:24225:11>
- VE44: Tag 'light' in the container 'mosignal' is obsolete.
- VE176: The tag 'corona' in '0' must have a texture file extension.
- VE176: The tag 'corona' in '1' must have a texture file extension.
- VE176: The tag 'corona' in '2' must have a texture file extension.
OK so change the tga for .texture and create the texture.txt files and delete the light tag.

Problem in TANE solved now error and warning free at 4.1

Malc
Last edited by clam1952 on Wed Mar 08, 2017 5:43 pm, edited 1 time in total.
Cheers

Malc

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Re: Bloodnok's colour light signals

Post by clam1952 »

All the 'sighting cantilever' signals are coming up with a 'maximum 500 polygon' error and i don't have access to the meshes so I am a bit stuck with that one.
Got a kuid as I haven't a clue what these are not being into anything other than semaphore signals!

There may be a way around this with lm.txt and a low poly lod mesh set at a very long distance so it's not visible. Simple tiny plane would do.
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Re: Bloodnok's colour light signals

Post by Nexusdj »

Try kuid2:60850:24079:4
Sig 4A BR(S) Cantilever Sighting RHS

912 poly's in mesh viewer .
High visibility pixels must be worn when on or about the line !!
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