Public Beta Build 77.1a

Discussion in 'Public Beta' started by TrainSim-Steve, Mar 27, 2024.

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  1. TrainSim-Steve

    TrainSim-Steve Senior Producer Staff Member

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    Hello everyone, we'll shortly be pushing out the next Public Beta build for your attention. Please post your feedback relating only to the build version 77.1a here. If you wish to discuss things not relating to this beta, please use the other forums.

    What's Included/Changed

    Here's an outline of what we're providing in this update:
    • We have completed work to upgrade several tools to 64-bit and to support 64-bit addressing. 64-bit binaries have been added for the Blueprint Editor 2 and associated command line tools ConvertToGEO, ConvertToTG and Serz. These 64-bit tools have a “64” suffix to distinguish them from the 32-bit versions. The 64-bit Blueprint Editor 2 is contained within a Tools/x64 subfolder. These tools are currently considered experimental and feedback on their functionality is requested. Note that on first run of the 64-bit Blueprint Editor, the user should set the RailWorks Folder correctly by using the Tools > Options menu item and restarting the app. These tools are designed to be run in the Tools/x64 folder and should not be copied into a different location, nor should the Schema be copied into this x64 folder.
    • Implemented a fix for the 64-bit build failing to start with some Intel GPUs on Windows 11. This could cause the application to silently fail before the splash screen. By default, PhysX is now initialised using software rather than hardware. The hardware initialisation could cause a crash on non-CUDA GPUs.
    • Implemented a fix for SilverLining stars not being visible at night time. In some cases this bug could result in SilverLining sky being replaced by the default sky (although SilverLining precipitation would still work). The magnitude for stars should be adjustable by editing the SilverLining config file if required.
    • Increased the size of the heap using for loading geometry in 64-bit mode from 1 GB to 2 GB to stop some out of memory errors on the streaming heap.
    • Fix for a situation where a D3D "Device Not Reset" error can occur without first getting a "Device Lost" error. This should fix the remaining D3D crashes, such as those on alt-tab switching.
    • The FPS limit now defaults to 60fps (as opposed to 30fps). This limit is now enforced during menus and pause screens in all cases (no matter what command line option is used) to reduce uncapped frame rates and excessive CPU usage whilst browsing the menus, especially with some Ryzen CPUs.
    • Fast sound update optimisations have been implemented but are disabled by default due to triggering failures. These changes spread updates to sounds over multiple frames, but could cause problems with delayed sound triggering. This can be accessed by using the command line "-FastSoundUpdate" with an optional value for the update factor, e.g. "-FastSoundUpdate=10" (the default when enabled).
    • A new command line option "-ShowScriptTiming" has been added to aid developers when optimising their Lua scripts. This renders an overlay on screen showing all the Lua scripts that are being called, the total number of calls, and the total time spent in them.
    • A new command line option "-ShowAverageTiming" (which must be used in conjunction with ShowScriptTiming) has been added. This provides additional information - namely the mean and medium time spent in each script. This can be used to determine if the scripts are always performing poorly or if there are outliers. For example, an Engine script may be called 50 times, but one of those calls may take significantly more than the others (i.e. for the player loco vs AI locos).
    • A new log filter has been added - "Script Performance". When enabled this will provide performance hints via logmate. Currently, this only has one warning - when a script tries to set a value to the same value it already has (e.g. via SetControlValue). In some situations, this Lua call can have a huge performance hit, because the text-based lookup can be very slow. In general, scripts should only set values that they know have changed. Note that GetControlValue has a similar performance penalty, so using that followed by a SetControlValue will have worse performance overall. Instead, scripts should track these values themselves using internal Lua variables wherever possible to minimise these calls. An example might be a loco script that sets headlights and rear lights every frame, rather than when the loco changes direction. With some scripts this filter can cause a huge amount of extra output to Logmate, so a new filter was added rather than using an existing one. Developers should be aware of this when using the "All" filter.
    Of particular interest here is that we've added some additional support for developers to profile their content in terms of its impact on performance. The additional launch options added to the core should help with performance tuning overall as developers can now see which aspects of their scripts are taking the longest to process.

    As always, please let us know your thoughts on the above update and, let us know about any problems that arise as you play.

    Best, Steve
     
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  2. KrisKol

    KrisKol Active Member

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    Very Nice, Steve.
    My poor Elderly Cat, She passed away on 17th Feb, So I have not been looking at the Alpha or Beta Builds or anything as of late. But I am just getting back into things again.
    I have noticed quite a few Lua scripting errors (stack overflows, Missing funtions getting called etc) in log mate, But sadly they are not DTG or any active Developer, they were from UKTS, and they have been compiled to .out So I cant really investigate those.

    But if I find any DTG or any other active developer with any scrpts giving errors, I should be able to give them a shout out, that something is amiss.

    Also, Is there anyway of setting up one of the Lua IDE's, that they can access the DTG functions? In signals, Locos, whetever, so you can spot errors in your scripts? That would be really nice, and useful.
     
  3. Wivenswold

    Wivenswold Well-Known Member

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    KrisKol I'm really sorry to hear that. You've given her so much love during her life, I hope that gives you some comfort at this heartbreaking time.
     
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  4. Oystein

    Oystein Well-Known Member

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    Thanks for the update.

    Had a quick test with BPE2 64-bit.
    It doesn't preview any blueprint (no mesh or childs are loaded in the preview window)
    If I export a loco it crashes the game. If I use 32-bit it works.
    Will try to get some details from the logs after some more testing.
    (CrashRpt-Log-20240327-124813-{854b8466-a64b-4f9f-878e-35d6d3497424})

    The "Create Scenery Blueprint" is missing from the IGS right-click menu
    8OG09RnqN1.png
    V72.4:
    4UPbUvjdha.png
     
    Last edited: Mar 27, 2024
  5. TrainMaster15YT

    TrainMaster15YT New Member

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    Great update across the board, minus one small issue. It seems a side effect of the locked paused scenario fps causes the player camera turn speed to be wildly inconsistent. From what i can tell the less performance heavy a spot you are looking at is, the slower the camera turns. It would be nice if we had the option to opt out of the fps lock with a command line if this cant be resolved.
     
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  6. savvnz

    savvnz New Member

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    Some line height spacing/column spacing seems to be required for the new -ShowScriptTiming function as its all overlapped and near impossible to read. See attached. Sim was running at full screen, 3440x1440px

    Some sort of method of filtering script types would be ideal as well, so signal scripts arent getting thrown in with loco etc scripts.

    FPS seems to be improved, I am guessing due to the improved heap, so thats a plus!
     

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  7. Spikee1975

    Spikee1975 Guest

    Agreed - don't lock the FPS when using the "Pause" key - only lock them when using "Escape"!

    (I use NVIDIA control panel to lock FPS at 75, and 20 when the game is minimized.)

    I'd love too see that feature become an option (as I do not need it and let the GPU driver control it.)
     
    Last edited by a moderator: Mar 27, 2024
  8. Realdazman

    Realdazman Member

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    Will this update cause steam to verify files.
     
  9. dunworkin2

    dunworkin2 New Member

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    It hasn't for me. Just trying out the update now.
     
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  10. liechtensteiner.sg

    liechtensteiner.sg New Member

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    Steam checked my files
     
  11. WoodlandTracks

    WoodlandTracks Active Member

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    What is Fast Sound ?
     
  12. Reef

    Reef Well-Known Member

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    The sound made when the stock is moving fast I presume.
     
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  13. WoodlandTracks

    WoodlandTracks Active Member

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    I just ran Script Performance and am amazed how many suggestions it created for a few seconds of the brand new Feather River Enhanced route.
     
    Last edited: Mar 28, 2024
  14. liechtensteiner.sg

    liechtensteiner.sg New Member

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    The 64-bit Blueprint Editor 2 in the Railworks folder under Tools/x64 cannot be opened or gives an error message
     
  15. WoodlandTracks

    WoodlandTracks Active Member

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    That serious or are you joking ?
     
  16. Oystein

    Oystein Well-Known Member

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    What does the error say?
    Try to run it as administrator.
     
  17. liechtensteiner.sg

    liechtensteiner.sg New Member

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    that is the error
    S:\SteamLibrary\steamapps\common\RailWorks\Tools\x64\Temp\BlueprintSchema.xml is missing.Run RailWorks at least once to create this file
    No errors are displayed with the other blueprints
     
  18. GarethDavies21

    GarethDavies21 Member

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    Gotta say, I'm very impressed with the advances the team have made over the last twelve months, very rarely now do I get OOM's and any error at all really, ( I do sometimes on some janky third party content but nothing a reload doesn't fix ).

    Lets hope to see more features and improvements in the coming weeks/months/years :).
     
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  19. triznya.andras

    triznya.andras Well-Known Member

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    Did you run x64 RailWorks as indicated?
    You could also try and copy the file present on the path without x64.
     
  20. WoodlandTracks

    WoodlandTracks Active Member

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    Just fired it up on my system and have that same notification (v76.4a)
     
  21. savvnz

    savvnz New Member

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    Mine did this, I had to click Tools -> Options, then set the correct path for TS.
    Then I had to click Tools -> Reload BlueprintSchema.xml

    That made it work, however, I cannot preview anything. If I try it reports 'Please log in to steam' even though I am logged in...
     
  22. liechtensteiner.sg

    liechtensteiner.sg New Member

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    Thank you, everything worked as you described, but I can't work with the Blueprint under RailWorks Tool
     
  23. KrisKol

    KrisKol Active Member

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    Hang on.
    You need to tell it where the ROOT of your Railworks folder is.
    Mine is:
    E:\SteamLibrary\steamapps\common\RailWorks
    In the E:\SteamLibrary\steamapps\common\RailWorks\Tools\x64 Go into the >Tools>Options... menu in the BlueprintEditor64
    And show it where the root of your railworks installation is. Then you should be good to go.
    upload_2024-3-29_0-13-28.png
    I have my Installation on the Big SSD so mine is not the usual default location, replace that path with the one where yours is Located.
     
  24. faber2311

    faber2311 Member

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    I have noticed a few errors so far, when I run the TSC with Vulkan and use the TAB key in the game, the TSC hangs.
    Furthermore, BPE2 64-bit does not work with Vulkan. I have also noticed that when I use the Task Manager (whether with or without Vulkan
    that the TSC cannot be started reliably and also in BPE2 (32-bit) the function "create Scenery Blueprint" only works once and not again.
    If I close the task manager, everything runs fine.

    Edit: I have now noticed that the TSC also freezes in the game when pressing the TAB key without Vulkan. So actually not usable.
     
    Last edited: Mar 29, 2024
  25. WoodlandTracks

    WoodlandTracks Active Member

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    Just noticed a new command line option . . . . ShowFunctionTiming

    Any info on that one TrainSim-Steve ?
     
  26. Reef

    Reef Well-Known Member

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    Yeah, not 100% sure that's exactly what's being referred to here but I know Armstrong Powerhouse use layers of sound samples to give the feeling of speed changing through the sounds so I assume there's a fast sound a slow sound as well as the points sounds even at a basic standard level.
     
  27. KrisKol

    KrisKol Active Member

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    I have a problem here.
    I seem to be locked at 14 FPS. No matter what route I drive.
    It was all fine until this version of the beta. I have looked and looked at what could be wrong, But I havent found the problem yet.

    UPDATE: I found the problem. The Stupid Microsoft Store thought it was being prudent and rudely installed another version of the NVIDIA Control Panel.
    Now that that is sorted, I will keep testing.
     
    Last edited: Mar 28, 2024
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  28. buzz4567

    buzz4567 Active Member

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    Hooray! The latest update when you go to look at a Geo file while the game is running it no longer crashes every time.
     
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  29. cunningn#3154

    cunningn#3154 Well-Known Member

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    Seems to survive alt-tabbing when in fullscreen (though seems to do a partial asset reload on returning to the game?).
    I still get OOM on big QD runs which I need to look into further.
     
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  30. WoodlandTracks

    WoodlandTracks Active Member

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    In the previous BETA thread (so NOT this BETA version) I read....

    dose anyone else see that the sliverlining 3d clouds are not working in quick drive on this beta patch? i have the dynamic clouds on in the settings but when in quick drive it turn off and it run the tsc old default 2d clouds.

    Never knew that. Will do a test tonight to see if it works or not. Normally I pick summer weather, so never see many clouds anyway :)
     
    Last edited: Apr 5, 2024
  31. triznya.andras

    triznya.andras Well-Known Member

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    I'm not in the beta but I'd gladly take that as a feature.
    There was something about disabling Silver Lining in certain conditions - a command line option was mentioned, but having full screen selected could (should) be a cause, too.
    To be fair I wouldn't mind replacing the weather choice with a drop down, with the ability to choose from all core (and route specific) 2D and 3D weathers. For a plethora of reasons. I like to drive under 3D but it's rather annoying for photos (due to the shadows).
     
  32. WoodlandTracks

    WoodlandTracks Active Member

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    Last edited: Apr 5, 2024
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  33. triznya.andras

    triznya.andras Well-Known Member

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    I prefer stability over experimental versions. The first versions have triggered a lot of reports.
    I could fire up alternative versions if they were all available in their respective folders on the public (production) branch.
     
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  34. WoodlandTracks

    WoodlandTracks Active Member

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    I agree, stability is important. That is why I run the BETA :)
     
  35. OldAlaskaGuy

    OldAlaskaGuy Well-Known Member

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    Very stable, indeed.
     
  36. 5cip

    5cip Active Member

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    why i get in dx12 5 fps ?
    is there something i must change in my settings from nvidia ?
     
  37. WoodlandTracks

    WoodlandTracks Active Member

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    Make sure TS is using the correct video card. Also ... for many people the 64 Bit version runs better than tge DX12.
     
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  38. cunningn#3154

    cunningn#3154 Well-Known Member

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    Today I hit a problem (OOM scenario load) when trying to edit a large scenario on the Cambs/ECML route - which I didn't have on v75.8.

    I checked logmate which had all the usual stuff - but also showed several hundred lines of:
    Code:
    2024/04/07 10:46:52.130 - [Content] - Trace D:\RGBuild\CoreRelease\Code\DLLs\DataManagement\cBlueprintLibrary.cpp : 421 = Blueprint set not found : JustTrains, LNER_V2
    
    very early in the log.

    Usually this just refers to some small blueprint foible (often in very old scenery items) and I ignore them. However this occurred earlier in the log and seemed excessive and unusual. So I took a punt and checked the ScenarioProperties.xml file and found that an old reference to this loco was still in the <RequiredSet> section (the JustTrains loco was in an old version but I had replaced it with the RSC version of the V2 some years ago).

    Now, this never used to be a problem - however when I deleted the un-needed entry and tried to edit the scenario I found that it now worked ok.

    So it seems that 77.1 is more finicky in the ghost references - something to look out for - especially when editing older scenarios that may have seen some loco swaps in their lives.
     
  39. WoodlandTracks

    WoodlandTracks Active Member

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    Perhaps a regular fresh install. . . . . .delete everything and re-install might have prevented that.
     
  40. cunningn#3154

    cunningn#3154 Well-Known Member

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    It's a thought - but I'm not sure that re-installing the scenarios would make any difference. It seems that any affected scenarios need manually editing to remove stray references. I'll keep an eye out for others.
     
  41. jhz37

    jhz37 New Member

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    The high 85 degrees Celsius and more with the AMD Ryzen 7 7800X3D has also been fixed. TSC runs back under normal CPU temperatures. Thank you!
     
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  42. Bekns

    Bekns Active Member

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    Hi All

    Thought I would give the beta a run but once loaded none of my programs that interact with the raildriver dll would work (Cobras program, Third Rails etc).

    Is the raildriver dll functionality disabled for the beta purposes?
     
  43. OldAlaskaGuy

    OldAlaskaGuy Well-Known Member

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    You may need to point the Cobra one software to the Railworks DLL Just as if a new setup. You should not need to reinstall Cobra one software.
     
    Last edited: Apr 10, 2024
  44. Bekns

    Bekns Active Member

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    Cheers for the suggestion but Cobras software only asks for the location of the Railworks directory it doesnt actually ask for the raildriver dll file location.

    Having a look around I cant see any new raildriver dll files so I dont think that is the cause of it not working and Third Rails is not working either
     
  45. Bekns

    Bekns Active Member

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    After a bit of playing around both programs started working but now Im only getting about 10fps both with the programs running and then not running so something about my setup is not playing nicely with the beta, I will play around further when I get some spare time.

    For the record this was with the dx9 version of the beta, I have no doubt this will be peculiar to my setup
     
  46. pgdlrailworksl

    pgdlrailworksl Member

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    I think I have overcome this:
    Log came up with cRailSimSoundSystem out of memory
    found I could edit the location in Rw32 and removed sound domes
    it now loads in Beta.
    Thanks
    PeterG 17:14 13/4/2024




    I have a problem with one large station/yard (Banbury) which has become a kill zone on my route (Wycombe).
    The track there was mostly built about 7 years ago.
    Entering the area in the World or Scenario editors causes an instant OOM crash.
    The rest of the route seems okay.
    In Map view the track and markers are all there and the points work.
    The Scenario editor works and I created and watched on the map as an AI loco traverse the area.
    The crash happens in both the beta and RW64 and I have done the clear cache and verify/reacquire.
    So, a feature request for a crash proof way of accessing a route for editing.

    LogMate file - '1984 = Ribbon not found while loading curves, are all network files in synch'
    https://drive.google.com/file/d/1lb_r4V7kK6qsuLs_O6nc3ww2cDrWOvua/view?usp=sharing
    https://drive.google.com/file/d/1lb_r4V7kK6qsuLs_O6nc3ww2cDrWOvua/view?usp=sharing

    PeterG
     

    Attached Files:

    Last edited: Apr 13, 2024
  47. cunningn#3154

    cunningn#3154 Well-Known Member

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    Hi Peter, sadly the ribbon not found message crops up in many routes and has never been shown to actually make any difference to anything at all. Can you post the full log so we can see the start andend of the logging?
     
  48. pgdlrailworksl

    pgdlrailworksl Member

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  49. OldAlaskaGuy

    OldAlaskaGuy Well-Known Member

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    If you have an NVIDIA card be sure to add Railworks64.exe to your programs list in 3D settings.
    I am using The same interface v 3.3.0.6 without any issues and dx9 as well. I have set fps at 30.
     
    Last edited: Apr 11, 2024
  50. cunningn#3154

    cunningn#3154 Well-Known Member

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    Has anyone had a problem with the Print statement in this release? I've just been testing changes around the new performance log msg and realised that I'm not seeing any bespoke debug msgs. I've got -LogMate -SetLogFilters="All" so I'd expect to see something.
     
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