Creation Sharing [editor Mod Download] Tsw 4 - Better Cooking Inside Editor And Easy Paking For Distribution V1.3

Discussion in 'PC Editor Discussion' started by trainsimcz, Jan 28, 2024.

  1. jonking#8454

    jonking#8454 Member

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    Hi, thanks for your help. I see the folder structure below:

    upload_2024-2-18_22-17-32.png

    Could it be that I haven't structured the plugin correctly (e.g I should have a separate timetable folder etc within the plugin?)
     
  2. CFTFC

    CFTFC Active Member

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    Yeah you have no cooked content in your plugin. I'm no expert on file structure but I say give it a try.
     
  3. 2martens

    2martens Well-Known Member

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    The tool works. But my plugin is repeatedly not found when started via the extra bat file. My workaround: I work on it through the editor started with Epic launcher. When ready for cooking, I start with the extra bat, move the timetable uasset to another folder, create a new timetable in editor with same name, move the original file back, overwrite, reload asset in editor and then everything is back and I can cook successfully.

    Initially, I had to allow all new DLL and exe files via windows explorer so that cooking works.
     
  4. The7Train

    The7Train Active Member

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  5. Daunfr59

    Daunfr59 Active Member

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    I have also been having trouble in trying to get my short route into the game as a test. Although it says cooking failed every time I can find the cooked content in the "saved " and then create the pak file OK. However when I put the pak file in the game there's no way to access it.

    Clearly I have not set up the route correctly. I have one scenario which works (sort of) in Play in Editor with a route definition and timetable.
    Is there a difference between a scenario timetable and the Route Timetable which has all the services for the day. (It appears this has to be simulated before cooking). Also I don't have my own locos so this could be an issue.

    If anybody can explain what files/folders are required for a route to be accepted in the game it would be appreciated.

    I realise the cooking mod is mostly used for mods to existing TSW 4 content and that I may be a bit premature in trying the cooking process but hopefully there will be a way to get a route into the game in future. Perhaps somebody has done his already.

    For now I will carry on building the route in the editor.
     
  6. josh_the_tech

    josh_the_tech Active Member

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    Did you create a ContentManifest for your plugin? It's a Data Asset, which is used to define your plugin and what it contains. This should be put in the root of your plugin and you can look at other DLC ContentMainfest files to see how they're constructed.
     
  7. josh_the_tech

    josh_the_tech Active Member

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    Same as previous post. Have you created a ContentManifest file as seen in the other DLC? If not, you need to make one and define your scenarios/timetables/routes that the plugin has in it, which then should make them appear.
     
  8. The7Train

    The7Train Active Member

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    Yes I have, it's here:
    upload_2024-2-20_13-41-33.png
     
  9. Daunfr59

    Daunfr59 Active Member

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    Thanks josh_the_tech for your help.
    Yes, I did have a Content Manifest data asset in the root Plugin folder before cooking. I only had 1 defined scenario and the route definition. Should the scenario timetable be put in the defined timetables slot and does it have to simulated first .(It is only one short PlayerService movement).
    I tried to add the scenario vehicles (LMS Jubilee etc) as per The7Train's example but the data asset won't accept them, even though they're in the drop down menu. Do these have to be my own vehicles ?
     
  10. josh_the_tech

    josh_the_tech Active Member

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    If you're only making a scenario, you should only have the scenario definition files referenced in there.

    If you're making a route, plus scenarios, have both referenced. Only put in the ContentManifest what you've actually produced. Don't put existing routes, timetables (service mode timetables only, don't put your scenario timetables in there) or vehicle formations in there.

    So mine, which is a scenario pack for the GWE, I have only 2 scenarios in there, which are the 2 I've been working on. Nothing else.
     
  11. The7Train

    The7Train Active Member

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    Yeah, that's exactly what I did, and it still does not show up in game.
    upload_2024-2-20_15-21-47.png
     
  12. The7Train

    The7Train Active Member

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  13. josh_the_tech

    josh_the_tech Active Member

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    Just for my understanding, what have you created? Also be sure to give it a Display Name
     
  14. josh_the_tech

    josh_the_tech Active Member

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    It will show as failed almost all the time, but if you check the contents of the folder in File Explorer, you'll see it's updated. If you're still not generating content, share a screenshot of your ContentManifest
     
  15. Daunfr59

    Daunfr59 Active Member

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    Thanks for your help so far.
    I had noticed lack of a display name in The7Train's example and it was also missing from the plug in I tried yesterday so I added a name today.
    I tried one last cook and although it reported it had failed there was content in the Saved/Cooked folder of my plug in.
    I then packed that and copied it into the game (approx 1 Gb packed size) but still doesn't show up in any of the game menus.

    I'll carry on getting more content into the route and check through the folder structure compared with DTG routes in case something vital is missing.
     
  16. 2martens

    2martens Well-Known Member

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    My plugin continues to cook but the paking does no longer work or I can't find the pak file anymore. The last message is "Getting your plugin ready".

    The config.txt contains the path to the editor and after entering the plugin name the tool simply exits. Is there a log somewhere for the pak tool?
     
    Last edited: Mar 23, 2024
  17. josh_the_tech

    josh_the_tech Active Member

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    In the config.txt file, ensure you don't encase your file path in single or double quotes, even if there's spaces in your path. That's how I overcame this issue before.
     
  18. 2martens

    2martens Well-Known Member

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    I have fixed it now by manually creating the pak file with UnrealPak.
     
  19. spikeyorks

    spikeyorks Well-Known Member

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    Well I took a deep breath and had a go at trying to create something. With some degree of success (I think) but, despite my best intentions, I never ended up with anything in-game. :|

    My aim is to add some extra paths to the new GOBLIN line. I believe that this is possible by creating a new Scenario Definition file in a new Plug In. So I copied the one from Goblin (33 paths) and put it in my new plug in (SpikeGobPaths). I then added 16 new paths (Barking PL1 down in the screenshot below) to this file and saved it in my plug in folder. (I am reasonably confident that I have done this OK as I was given instructions to follow by another community member CFTFC). I then set out to create a pak file following the instructions, and feedback, contained in this thread.

    Surprisingly, after a few false starts, I did end up with a pak file.:) However it didn't do anything in-game.:( So I have obviously done something wrong. What could it be? So here are my questions.

    1) Is it possible to add new paths to an existing route? Can someone confirm?
    2) My current Scenario Designer file contains 49 paths (36 DTG and 13 me). Is this the right way to go (ie combining the two files) or should my new file only have had the new paths in it? (My logic was that I wanted the DTG GOBLIN file overwritten so I added the new paths to the existing and kept the file name the same. Is this right?).
    3) There is only the Scenario Designer file in my plug-in. Nothing else. Is that correct?

    I have attached a few screenshots to (a) Show what has been cooked and (b) What me Scenario Designer file looks like. (I added the paths, Validated the file and then updated the Marker Lookup table).

    Hope someone can help as I think I'm nearly there. :)
     

    Attached Files:

  20. GER/JUSI Lp

    GER/JUSI Lp Member

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    Hello Guys i need a little help please, my Cooking always fails, i already reinstalled my Editor and checked all Files but nothing helps.
    I hope anyone can help me.

    Here is my Logfile: https://workupload.com/file/yQb9BkKq3ML
     
  21. josh_the_tech

    josh_the_tech Active Member

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    Cooking will show as failed. That can be ignored. Have you checked in File Explorer if content has been cooked?

    If you have a folder called Plugins alongside Metadata, then it's worked and you can go ahead and pak.

    Look here:

    TrainSimWorld4MOD\TS2Prototype\Plugins\YOUR_PLUGIN_NAME\Saved\Cooked\WindowsNoEditor\TS2Prototype
     
  22. 2martens

    2martens Well-Known Member

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    If you manually pak, you need to make sure that you have the correct metadata and file structure. As the pak tool from trainsimcz didn't work for me, I manually unpaked a DTG DLC to see the structure and then replicated it.

    Luckily, the PAK files themselves are not encrypted/encoded so you can unpak them to see their contents.
     
  23. GER/JUSI Lp

    GER/JUSI Lp Member

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    the content is cooked yes, but if i pak it and put it into TSW DLC Folder nothing shows up in the Game. Sometimes even the original Loco gets deleted.
     
  24. ScottN

    ScottN Active Member

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    I can’t open the editor as it crashes after installing the files. I tried reinstalling the editor but that still doesn’t work it still crashes the editor
     
  25. GER/JUSI Lp

    GER/JUSI Lp Member

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  26. ScottN

    ScottN Active Member

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    Installing the patch worked but cooking does nothing for me in the editor
     
  27. ScottN

    ScottN Active Member

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    I tried using the cooking feature but it isn't showing in the cooked folder
     
  28. hebertar

    hebertar Member

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    The patch download link is not working for me. Is the mod website down or is there another location for downloading it?
     
  29. RobertSchulz

    RobertSchulz Well-Known Member

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    So finally I reached the point to try out trainsimcz's cooking mod. The installation seems to went well, and the buttons do appear in the toolbar in the Editor.

    However, I tried to cook but cooking the route failed and I get the following error:
    "UATHelper: Cooking TestRoute (Windows): ERROR: Missing C:\Program Files\Epic Games\TrainSimWorld4MOD\TS2Prototype\Binaries\Win64\TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor-Cmd.exe executable. Needs to be built first."

    I checked the error message and the path where TrainSimWorldPublicEditor-Cmd.exe resides in and it seems that the Editor does a mistake with the path.

    It repeats two times "TS2Prototype\Binaries\Win64" inside of the path which is wrong.

    It should be:

    C:\Program Files\Epic Games\TrainSimWorld4MOD\TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor-Cmd.exe

    instead of:

    C:\Program Files\Epic Games\TrainSimWorld4MOD\TS2Prototype\Binaries\Win64\TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor-Cmd.exe

    Anyone knows why this happens and how to change the path the Editor is looking for TrainSimWorldPublicEditor-Cmd.exe?
     
    Last edited: May 6, 2024
  30. MJCKP

    MJCKP Well-Known Member

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    Start the editor using StartEditor.bat rather than launching it using Epic, it should work properly then
     
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  31. RobertSchulz

    RobertSchulz Well-Known Member

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    I run the Editor via the desktop shortcut (not via the Epic Games app) but I guess this could be count as the same probably?!? But yes, that solved the issue, thank you!

    However, I got a new error message log now. Result again: Cook failed. Anyone an idea?


    UATHelper: Cooking Test Route (Windows): LogThreadingWindows: Error: Runnable thread TaskGraphThreadHP 20 crashed.
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: begin: stack for UAT
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: === Critical error: ===
    UATHelper: Cooking Test Route (Windows): LogWindows: Error:
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: Fatal error: [File:F:/DEV/ND23-BuildPublicEditor-EpicRelease/Engine/Source/Runtime/CoreUObject/Private/Misc/PackageName.cpp] [Line: 558]
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: LongPackageNameToFilename failed to convert '/MAG_DB_ICE3/DigitalDisplays/KAH_DB_ICE3M_DD_Service'. Path does not map to any roots.
    UATHelper: Cooking Test Route (Windows): LogWindows: Error:
    UATHelper: Cooking Test Route (Windows): LogWindows: Error:
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff69b2ab89 KERNELBASE.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a9d03f6 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a9d3ab8 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a6ee72d TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff25eb1f09 TrainSimWorldPublicEditor-CoreUObject.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007ffefe81b602 TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007ffefe8053e4 TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007ffefe7d980d TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007ffefe79c078 TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a4a7ba8 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a4a8dd0 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a4aff05 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a9ebcbb TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff1a9e4940 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff6b337344 KERNEL32.DLL!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: [Callstack] 0x00007fff6c4a26b1 ntdll.dll!UnknownFunction []
    UATHelper: Cooking Test Route (Windows): LogWindows: Error:
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: Crash in runnable thread TaskGraphThreadHP 20
    UATHelper: Cooking Test Route (Windows): LogWindows: Error: end: stack for UAT
    UATHelper: Cooking Test Route (Windows): Took 36.2918353s to run TrainSimWorldPublicEditor-Cmd.exe, ExitCode=3
    UATHelper: Cooking Test Route (Windows): ERROR: Cook failed.
    UATHelper: Cooking Test Route (Windows): (see C:\Users\robert\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+TrainSimWorld4MOD\Log.txt for full exception trace)
    UATHelper: Cooking Test Route (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
    UATHelper: Cooking Test Route (Windows): BUILD FAILED
     
    Last edited: May 6, 2024
  32. MJCKP

    MJCKP Well-Known Member

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    You could try creating an empty plugin called MAG_DB_ICE3, and then try cooking again
     
    Last edited: May 6, 2024
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  33. RobertSchulz

    RobertSchulz Well-Known Member

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    I wonder where this error comes from. I didn't implement any ICE nor do I have MAG even installed.

    I think it came as one of the empty plugins that where inside of the folders of the cooking mod.

    I will try what you say and see if it does anything.

    Thanks for helping!
     
  34. The7Train

    The7Train Active Member

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    It will almost always fail, the way to see if it actually worked is to go to your plugin folder and see if anything is in the saved folder. If you see something, it worked.
     
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  35. RobertSchulz

    RobertSchulz Well-Known Member

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    Thank you everyone! I figured out what I did wrong. Since nobody explained what to do exactly how to cook a mod and especially the cook process itself, I just wanted to say that I was dumb enough to use the "Cook Mod" button before "Create Mod".

    [​IMG]

    I also tried to make a new empty plugin called "MAG_DB_ICE3" and don't know whether it had an impact, but in the end I got the route cooked!

    However, now is the problem, I don't get the cooked route shown in TSW. I placed the cooked plugin/files into the Plugins folder, but it doesn't appear in game. Another user already stated that he had no success due to a different file structure of the real DLCs.

    Is the Metadata generated at cooking important to place somewhere too? Anyone knows how to get a cooked route show up in the game?
     
    Last edited: May 6, 2024
  36. ScottN

    ScottN Active Member

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    When looking in the Cooked folder I don’t see any of the content that’s cooked so I don’t know why it isn’t working when it works in the Unofficial Editor.
     
  37. 2martens

    2martens Well-Known Member

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    Cooking is only the first part. You also need to create a pak file and then drop that in the folder of the other DLC. If the pak file structure is correct, it will get picked up by the game.

    As the pak files of DTG are not encrypted, you can unpak the official DLC paks and look at their file structure and replicate it.
     
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  38. RobertSchulz

    RobertSchulz Well-Known Member

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    So, I did that now. Dropped my pak file into the folder where all other pak'ed DLC are located, in my case
    F:\SteamLibrary\steamapps\common\Train Sim World 4\WindowsNoEditor\TS2Prototype\Content\DLC
    but it isn't showing up in the game. Wasn't much of a suprise to be honest.

    Exactly this seems to be the issue.

    I unpaked/opened the pak file of DRA and compared it to the structure of my paked route and there is a huge difference, that suggests me either I did something fundamentally wrong on cooking or paking or DTG uses a different way to cook or pak their routes.

    This is the pak file of DRA:
    Screenshot (11050)_2.png

    And this is the pak file of my route:
    Screenshot (11051)_2.png
     
    Last edited: May 7, 2024
  39. 2martens

    2martens Well-Known Member

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    Your pak file seems to be empty. The required file structure for pak-ing:

    CookedContent/
    - Your_plugin_name_Responsefile.txt
    - Your_plugin_name/TS2Prototype/Plugins/
    -- Your_plugin_name.upluginmanifest
    -- DLC/Your_plugin_name/Content/
    --- here comes the cooked content of your plugin
    --- Your_plugin_name.dlc

    The responsefile contains this content:
    Code:
    "absolutePath\to\CookedContent\Your_plugin_name\*.*" "..\..\..\*.*"
    The plugin manifest contains such content:
    Code:
    {
       "Contents": [
           {
               "File": "../../../TS2Prototype/Plugins/DLC/Your_plugin_name/Your_plugin_name.uplugin",
               "Descriptor":
               {
                   "FileVersion": 3,
                   "Version": 1,
                   "VersionName": "1.0",
                   "FriendlyName": "Friendly Name of Your Plugin",
                   "Description": "Your_plugin_name",
                   "Category": "Dovetail.Content",
                   "CreatedBy": "Dovetail Games",
                   "CreatedByURL": "http://www.dovetailgames.com",
                   "DocsURL": "",
                   "MarketplaceURL": "",
                   "SupportURL": "",
                   "EnabledByDefault": true,
                   "CanContainContent": true,
                   "LocalizationTargets": [
                       {
                           "Name": "Your_plugin_name",
                           "LoadingPolicy": "Always"
                       }
                   ]
               }
           }
       ]
    }
    
    The .dlc file contains such content:
    Code:
    {
        "ContentPath": "Plugins\/DLC\/Your_plugin_name\/Content\/",
        "DLCDependencies": null,
        "EpicStoreItemId": null,
        "Files": [ ],
        "GDKStoreId": null,
        "LiveProductId": "00000000-0000-0000-0000-000000000000",
        "MountPoint": "\/Your_plugin_name\/",
        "Name": "Your_plugin_name",
        "PS5ContentId": null,
        "PSNContentId": null,
        "SteamAppId": 1282590,
        "UWPProductId": null
    }
    
    To create the pak file, you can execute this:
    Code:
    \absolute\path\to\editor\Engine\Binaries\Win64\UnrealPak.exe "\absolute\path\to\CookedContent\TS2Prototype-WindowsNoEditor-Your_plugin_name.pak" -create="absolute\path\to\CookedContent\Your_plugin_name_Responsefile.txt" -compress
    
    Once you cooked the plugin with trainsimcz's mod, you will need to copy the cooked content into this file structure. The cooked content resides unter the Saved/Cooked/WindowsNoEditor/TS2Prototype/Plugins/Your_plugin_name/Content folder of your plugin. Don't copy the metadata folder that resides there too.
     
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  40. RedCraft98

    RedCraft98 Active Member

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    For some reason the cooking buttons got removed for me. (maybe cuz of an editor patch) I tried to reinstall the mod by going through the installation process again, but it didn't work. I think it applied the changes though, as some assets are no longer visible on startup. Is this a known bug or a problem on my end?

    Quite unfortunate that this happens now, because I finished my timetable project and wanted to release it this week. :|
     
  41. theicehound101

    theicehound101 Active Member

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    glad im not the only one that is having this issue!
     
  42. seblay1608

    seblay1608 Well-Known Member

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  43. spikeyorks

    spikeyorks Well-Known Member

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  44. RedCraft98

    RedCraft98 Active Member

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  45. RedCraft98

    RedCraft98 Active Member

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    Alright, I cooked and paked the timetable. This all went well without any issues. But in-game, you can only select the Ge 4/4 II and not the ABe 8/12 which is, well, the star of the show.
    On top of that, the game crashes when I try to load any service. Any idea why this is?
     
  46. trainsimcz

    trainsimcz Well-Known Member

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    After couple of weeks working on new button for editor the final utility is out :) Now the editor plugin got all three options... create mod, cook mod and then Distribute (or i should call it release - maybe in next update :) .Anyway those 2 previous buttons are old and ported from unofficial editor because cooking there was much easier then using command. But for many users was paking the problem too. With version 1.2 i released EasyPaking utility which got couple times blocked by some panicking AV programs. And then another problem appear... long paths and some users got problem on W11. EasyPaking was done with C# and i decided to rewrote the whole utility so its working under UE4. So now the Distribute button is doing all that paking work.
    Let me explain it how is it working... when you click on Distribute button it will show you Window where you find 3 buttons
    - Add plugin will add there extra field where you can type name of your plugin and there is checkbox to tick if you will be paking your own original plugin (not ones from the game) - when you type plugin name you need to press ENTER, same goes for that checkbox - you click there and then press ENTER (probably 2 times so you have it checked). If you are paking game existing plugin then you dont check that box.
    - if you will want to add more plugins into the pak then you can add another plugin... Its just better to release one plugin in one pak but you can try more (not tested for proper working in game)
    -When you are done then you click on that Distribute button inside that Window. It will do all the work for you and in the end you will just got message where is your pak saved. Utility is generating all needed files like .dlc, .uplugin, .upluginmanifest.

    So here is the great tool for download: http://www.trainsim.cz/?mod=article&showid=2783
    There is 2 files... if you own previous version then you can just download TSW4_Editor_tools_1.3.zip. If you would like to download the whole pack then this file is for you: TSW4_Cooking_and_EditorTools_1.3.zip

    Enjoy!
     
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  47. Daunfr59

    Daunfr59 Active Member

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    I have tried first with the updated files and then with the full version.

    I removed my plug in from the editor , ran the generate file , then copy file and then Start Editor.

    I then replaced my plug in started the editor and tried to cook the plug in but it failed almost instantly with the following message displayed in the Log File in RED text.

    ERROR: The platform name XSX is not a valid platform name. Valid names are (Win32,Win64,HoloLens,Mac,XboxOne,PS4,IOS,Android,HTML5,Linux,LinuxAArch64,AllDesktop,TVOS,Switch,Lumin)
    Log.WriteException: while parsing PluginReferenceDescriptor OnlineSubsystemGDK
    Log.WriteException: (see C:\Users\Mike\AppData\Roaming\Unreal Engine\AutomationTool\Logs\H+ProgramFiles+TrainSimWorld4MOD\Log.txt for full exception trace)

    There is no saved folder or cooked content in the plugin.

    I tried removing the plug in again and using Create Mod to create a blank plug in with the same name and then added all the content back in to the new folder. Cooking this plug in also failed in the same way.

    Any ideas how I can get the cooking working ? Should I remove my plug in , reinstall the editor and then reapply the cooking mod ?
     
  48. trainsimcz

    trainsimcz Well-Known Member

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    You probably dont overwrite existing files. WIthout that it will not work.
     
  49. Daunfr59

    Daunfr59 Active Member

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    Thanks for your reply.

    I did try to overwrite existing files but it's possible that I got confused somewhere and have missed or corrupted a file.
    I think I will try with a freshly installed copy of the editor and then reinstall the full version of the cooking tool.

    If I already have a Content Plug In is it necessary to use the Create Mod tool before Cook Mod ?
     
  50. Daunfr59

    Daunfr59 Active Member

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    I have now removed the editor and reinstalled. I then extracted all the files from the zip file downloaded from your website (into a fresh location) and checked that nothing had been "removed" by my anti-virus program.

    I then copied all the files to the editor and ran generate .bat and copy. bat. The editor started OK and I used Create Mod to make a new plug in folder. I then closed the editor and copied all my content into this folder.

    I then restarted the editor and opened my plug in route map to load it into the editor.

    I tried the next step both with my map loaded and with the default front end loaded. In both cases using "Cook Mod" caused instant failure with the following report:

    UATHelper: Cooking Calne_Line_2 (Windows): Running AutomationTool...
    UATHelper: Cooking Calne_Line_2 (Windows): An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembl
    y, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.

    UATHelper: Cooking Calne_Line_2 (Windows): at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence)
    UATHelper: Cooking Calne_Line_2 (Windows): at System.Reflection.Assembly.LoadFile(String path)
    UATHelper: Cooking Calne_Line_2 (Windows): at AutomationToolLauncher.Launcher.Run(String[] Arguments)
    UATHelper: Cooking Calne_Line_2 (Windows): BUILD FAILED

    I have reloaded all the DotNet files but no help.

    I notice that since reinstalling the "config.txt" file where we used to store the path to the editor is no longer there.
    Has this been deprecated in your latest version 1.3 ?
     

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