Just wondering if anyone else has seen this problem? I know the above route is not a dtg one - but since the latest TS update I have an issue where certain scenarios freeze on loading. It affects multiple (but not all) scenarios with different locos. I have an earlier backup of TS, and (seeing a the issue reported on a Facebook group https://www.facebook.com/share/p/JgzwdMugMMcCaSAD/?mibextid=WC7FNe ), tried their solution - swapping out the plugins folder in my Railworks directory for an older version. This fixes the problem - just wondering if any changes to the latest version of TS affected something in plugins, or something that interacts with plugins? Support ticket submitted.
Possibly posted after you last looked at the Facebook page, the issue has been identified as being the "ALGB" signals used on the route. Removal of these allows the route to work correctly, but without visible signals of course. Not exactly satisfactory! To see if I was suffering the same results as you, I attempted to load a scenario and it did load but after a matter of seconds TS simply vanished from my screen without any error message. This is something that the author of the signals, Steam Sounds Supreme and Dovetail need to work on jointly to get to the root of. My guess is that it will take a little while. Best regards, John
Froze for me as well, and when I tried the plugin fix railworks wouldn't load. Fortunately for me, I still have railworks version 72.3b on my machine as well as the latest version.
The problem appears to be the scripts for the Ground and Shunt signals: Go to railworks\Assets\ALGB\LNW_Signals\MBScripts Disable these files: MB 2xShuntSig 2E.lua MB 3xShuntSig 3E.lua MB 4xShuntSig 4E.lua MB 5xShuntSig 5E.lua MB_LimitOfShunt.lua MB Y ShuntSig 1E.lua MBGnd_Sig.lua MBRunGnd_Sig 2E.lua (Rename them or put them in a "New Folder") Then try running each of the scenarios. (Not all have been checked so far - there may be other signal scripts causing trouble
You submitted a ticket to SteamSoundsSupreme? I'm sure they'll address it quickly. Afaik, TS lua interpreter is now much stricter, and the signals that were affected for example in G-TraX routes were initialised incorrectly, which was fixed by the devs. Great the affected scripts have been pinpointed - now SSS must adjust them.
I believe they are raw shape files, pre-conversion to the .GeoPcDx and .Ban files TS uses. I suspect they are unnecessary (like the .cost, .tgt etc. files often found in texture folders), but I'd wait for a better authority to confirm that before unilaterally removing them!
Animation and Model source files, the game doesn't need them. You can safely delete them, along with eventual .tgt, .cost, .xml, .dds and .bak files. As Steve said. IA becomes .ban IGS becomes GeoPcDx, .dds becomes TgPcDx, .xml becomes .bin etc. Just don't ever delete .proxyxml files. Although a serialized .proxybin is present, the game uses the proxyxml files.