Stevens Pass Route loading bug fixed in v74.8a on 64-bit https://www.trainsimcommunity.com/m...ss-route-loading-bug-fixed-in-v748a-on-64-bit Montana Hi-Line: Shelby - Havre Route loading bug fixed in v74.8a on 64-bit https://www.trainsimcommunity.com/m...re-route-loading-bug-fixed-in-v748a-on-64-bit Springfield Line: Springfield - New Haven Route loading bug fixed in v74.8a on 64-bit https://www.trainsimcommunity.com/m...en-route-loading-bug-fixed-in-v748a-on-64-bit GN Cascadian Route loading bug fixed in v74.8a on 64-bit https://www.trainsimcommunity.com/m...an-route-loading-bug-fixed-in-v748a-on-64-bit
The issue has been pinpointed before, and a patch is underway. Note that these signals are also present in a lot of other american routes, so your method would require fixing each asset occurance.
I just installed these patches and all three routes now work in 64 bit. Thank you for the links. I would suggest that those who want to do this themselves visit TrainSim Community for the installation instructions. https://www.trainsimcommunity.com/ EDIT: clarity and added link.
Apparently the error was in these 3 routes, a friend tested some other US Routes and didn't find it, but there may be other routes with loading problems in v74.8a in 64-bit, can report if find it.
As TrainSim-Steve has located the issue in the core code, the upcoming patch should resolve the issues anyway.
+1 on the DL-109 headlight issue. I hope that DTG has been able to source the original script from DTM to pinpoint the problem.
miata54, this is the example of the core update, many bugs and more bugs, New Haven DL-109 Loco already stopped working the headlights in the first update of this year (v73.6a). And there were more people reporting the same event from other locomotives on external forums. The core update is 100% fantastic.
Sorry Wellington I'm really struggling to understand your motivation here. Are you here to help the community and provide workarounds and community made fixes to current issues with the game thus enhancing everyone's experience, or are you just here to gloat that you can fix DTG's cuck ups and highlight how sheyite the game is compared to TSW? If it's the former (which I hope it is) then you're not quite getting that across, maybe dial back the criticisms and share a few more of the fixes you've already stated you've fixed (like the Headlight issue for example), if it's the latter well then shame and good day, you'll be ignored from hereon out.
I wish I had your skills in finding the right words. I'm better in dealing with files than with people wellington The DL109 headlight bug was reported already in April 2021. DTM didn't give a damn stepping up to DTG and fix it. It is not up to DTG to bend the engine to fix that, but up to DTM to create headlights and flares following the guidelines! DTM has never cared about customer feedback, and the DL109 is rated among the worst DLC ever next to the 4-notch LocoShop NS SD70M LOVE. I've demonstrated how compatible headlights are done on the UP Turbine. And it still works fine. Reppo can do it, Smokebox can do it, Searchlight can do it, DTM just can't get it right. Besides, the DL-109 displays wrong brake pipe pressure, yeah DTG's fault. TSC is giving developers a lot of freedom - which can lead to these issues when the stuff is just made in a "dirty" way. See how DTG, RSC and Kuju content was never affected by the core update issues? Just follow the rules and your content will stay upward compatible. What I'm expecting from DTG is to be much more clearer on TSC Lua scripting constraints though. The core stability update was needed and I am very happy with it, all issues were quickly addressed by TrainSim-Steve.
There's a lot of crazy people out there, take your car to get the brakes fixed, yes the mechanic fixed the brakes, but he broke the accelerator and the clutch, a lot of crazy people out there. But I'm going to flip like crazy, Future of Train Simulator Classic is fantastic, everything works. You two unfollow me, I will continue to kick the defective product in the same way.
Yep, figured as much. FYI, we know the game update wasn't perfect and it was never billed as such, it was the first step in a gargantuan task, dragging an old game up into the modern era, yes DTG could have done things differently like a beta experimental build but they didn't, get over it, and yourself whilst you're at it. And one final thing, I'm no DTG fanboy, check my post history I'm probably harder on them than any other TSC forum member is here, but I do respect what they are trying to do here and I have a huge amount of respect for Steve simply because he doesn't try to placate us with cookie cutter replies or BS about the things the game core can and cannot do, he tells us as it is and he clearly loves the game as much as we do, that is all I/we ask isn't it?
New Haven DL-109 Loco have headlight working with the version v72.3b (21 April 2022), then the crazy one is me. Headlight OFF Headlight ON
I completely agree, but optimizing the game doesn't mean have to remove a bunch of functions, optimizing the game means acting on the source code. Everything that was removed can come back, this has already happened with the images in menu of the routes and the locos that crashed the game, that is, it came back function removed again, so everything is nothing but a big lie. Improvements must also be made outside the final product for the consumer and closed tests in groups must be done, because if the consumer had everything working in the previous version, he does have the right to complain.
I second that. I do not know how big was the testing group, but the tests were poorly made I must admit. Also I still do not understand those LUA problems - I´m using LUA for years, and with few exceptions, is backward compatible (I wonder how many scripters use metatables or arrays at all effectively, locals vs. globals, generalised functionalism, simple OOP, etc). So if I use some script construction in lower LUA, it will work in later version, but not that effectively, that´s all it shoud do. How so that scripts were working before and now they don´t?? Later version can´t do such things. What exactly was that floating point problem?? Funny that these were not explained by DTG stuff. They just say they found the fix, punctum.
Hi kiski! About the lua version update shouldn't imply a big impact, unless the DLC developers have programmed bad scripts. Regarding the scripts that worked previously and stopped now, this is related to secondary functions removed, because in addition to the standard one, you can have a customized lua interpreter for more programming options. It's like New Haven DL-109 Loco and its headlights stopped working in v73.6a, still doesn't work in v74.8a and works in v72.3b, I even found the problem. Now about the term floating point, it seems to be a made up thing, because all the problems I've encountered so far are related to the secondary functions that were removed and mentioned earlier.
Hi wellington I saw something about removed secondary function and generally I get it, but what specific functions are you referring to? Can you list them? PM, if you do not want to write it here. Thanks.
Hello kiski! An example of a disabled or removed function, the New Haven DL-109 Loco and its headlights stopped working, an instance of the SetControlValue function without using index is the case. Default function: SetControlValue ( name, index, value ) Function disabled or removed: SetControlValue ( name, value ) The New Haven DL-109 Loco headlights script relies on this function without the index. Code: gcvHeadlights = Call("GetControlValue", "Headlights", 0) if gcvHeadlights < 0.2 then Call("SetControlValue", "FrontHeadlights", 1) else Call("SetControlValue", "FrontHeadlights", 0) end For fun I was trying to verify this. I even managed to fix this in the script using Default function, but there is another problem, the AI locomotives in circulation are with their headlights off, if I turn it on it becomes chaos, the static locomotives also turn on and make a low frame rate. I know a method to fix 100%, but it's not ideal, because I would have to edit the scenarios where these locomotives are. I was trying some checks to turn only on the headlights these locomotives in circulation, but I haven't been successful yet, maybe because of inserted functions that I need to analyze, in any case, do you know any verification methods?
wellington I do not know what exactly do you mean by "circulation"... And btw, I never knew such function ever existed, there´s nothing about it in script reference made by devs...
buzz4567 maybe so. wellington If yes, then what about to check for their speed, positive or negative? And give it some hysteresis, like >0.01 or <-0.01?? This way you´ll know AI loco is moving, anything between that can be considered as a stationary. And you can also check if vehicle is "in between" - mean some vehicle is connected to the front or back by sending consist message in both directions (only during consist change - easily detected by lenght check or at the scenario start). If so, headlights off.
kiski, Regarding the removed function, it is present in v72.3b, perhaps it was added for this locomotive due to a programming error, I even agree to remove it, but if it was added they were aware of it, perhaps because they did not have the script source code in lua format. In relation of headlights on to only the AI trains in movements and the player on this DL-109 locomotive, I also tried with the speed and many other API's, but this locomotive has bad scripts, there are calls about the headlights several times, it seems that several people tried to program this correct and failed. One way to fix this is to tell the stopped trains that they have a broken engine in the scenario and I check with GetIsDeadEngine, with this method it works, but I don't want to edit scenarios. I'll try to fix this in the script file only, as it's a fun thing to do. If I succeed, it will be funny, because I didn't design and programmed this locomotive.
@wellington It would be a succeed indeed, especially when that loco doesn´t have a script in source lua format... Btw, there is nothing worse than calling an API call on several times through the script. One never know how to fix it then. But where did you get that short script fragment you´ve posted a few posts above, if script is in .out?? Decompiled? I wonder if there are some good ones out there...
I think the relevant comment in this thread is..."this locomotive has bad scripts". If Wellington finds a fix then he can share it with the community and that is great. better if the original developer does it of course. Either way it isn't DTG's problem if "this locomotive has bad scripts".
I will remove all functions and calls from the headlights, then I will reprogram and I can get to the point I want, my train (headlights on/off), static trains (headlights off) and moving AI trains (headlights on). Scripts in .out are already something fun for me, I can debug many with the tool I developed, the famous DLL hook. DTG removed a minor function that at least worked for the headlights on the DL-109 locomotive controlled by us, it's all cleared up in this thread, let's say they knew, someone programmed it to v72.3b and now it's been removed. As for me saying bad scripts, that's because even then it only worked for our locomotive in this v72.3b, the moving AI trains headlights are off, maybe I can get it to work properly.
I like Lua in .out scripts... https://forums.dovetailgames.com/threads/dl-109-headlight.70365/#post-682036