Solving a track database "remove end end" error
Posted: Mon Sep 01, 2008 11:05 pm
Short answer : if you get one of these errors and can't find any stray bits of track hidden anywhere, move to the nearest tile boundary, delete the first piece of track which is wholly inside the tile boundary, and try a track database rebuild.
I got this error and a CTD this morning when I tried a track database rebuild, (because I hadn't for ages and suddenly thought I'd do it for a laugh). I had backups: but going back over a fortnight the error was still there, and restoring from months ago just wasn't an option.
I tried all the suggestions in the tutorial at the steam4me site, but there were no random blue poles buried underneath the terrain, no finescale 0.234m intermediate straights hidden beneath the track, nothing that I cold see to cause the problem The track itself looked fine, I could run trains over it. I tried the trick of using the activity editor to look for loose track, but found none, and could actually create a new activity with a new path which ran through the dodgy section. If the AE can manage it without crashing, surely there can't be anything wrong?
I ran the route through RouteRiter and the TKUtils checks, and neither of them reported anything that I didn't already know about.
What I ended up doing to eliminate the fault was, first ripping up the siding which I was sure was the cause of the problem, which it wasn't, and then ripping up several lengths of apparently good line, until the RE was able to do a track database rebuild, and I could relay the track again.
Then, knowing that it was a curable problem, I restored the faulty version, and had a more systematic investigation.
What I did was
1. Screendump the track database error so that I had the camera lat long and alt figures.
2 Start RE and jump to those figures. From the high altitude, it looked as though the siding was the culprit, but that was because the camera was looking at it, and I realised from watching the attempts to rebuild that the error was probably behind the camera, not in front of it. (Credit to the steam4me site, it was reading that tutorial which made me think about what might be going on when the error occurred.)
3. Came back down to ground and looked back in the direction the RE had been coming from when the error occurred.
4 Turned on tile indications using F7.I found I was very close to the blue line of a tile boundary.
5 Used F2 and left clicked to check the track sections. One 100m straight was crossing the blue line, and the next 100m straight was the one which was under the camera position.
6. Deleted the track section which was under the camera, (the first track section wholly within the tile boundary).
7. Saved, left RE, started up again, and asked for a Track database rebuild. Success.
8 Relaid the piece of track. Saved, left the RE, started it up again and checked it still did a track database rebuild without errors.
I did a diff between the now-working version and the version which had caused me all the aggro. I found that apart from some tiles and the track database file itself, one world tile had changed. When I uncompressed the two version of the world tile and compared them, I found that the first entry in the faulty world file had been moved to the end of the world tile which now was working correctly. That, I assume, is the section I ripped up and then relaid after the track database rebuild.
HTH
I got this error and a CTD this morning when I tried a track database rebuild, (because I hadn't for ages and suddenly thought I'd do it for a laugh). I had backups: but going back over a fortnight the error was still there, and restoring from months ago just wasn't an option.
I tried all the suggestions in the tutorial at the steam4me site, but there were no random blue poles buried underneath the terrain, no finescale 0.234m intermediate straights hidden beneath the track, nothing that I cold see to cause the problem The track itself looked fine, I could run trains over it. I tried the trick of using the activity editor to look for loose track, but found none, and could actually create a new activity with a new path which ran through the dodgy section. If the AE can manage it without crashing, surely there can't be anything wrong?
I ran the route through RouteRiter and the TKUtils checks, and neither of them reported anything that I didn't already know about.
What I ended up doing to eliminate the fault was, first ripping up the siding which I was sure was the cause of the problem, which it wasn't, and then ripping up several lengths of apparently good line, until the RE was able to do a track database rebuild, and I could relay the track again.
Then, knowing that it was a curable problem, I restored the faulty version, and had a more systematic investigation.
What I did was
1. Screendump the track database error so that I had the camera lat long and alt figures.
2 Start RE and jump to those figures. From the high altitude, it looked as though the siding was the culprit, but that was because the camera was looking at it, and I realised from watching the attempts to rebuild that the error was probably behind the camera, not in front of it. (Credit to the steam4me site, it was reading that tutorial which made me think about what might be going on when the error occurred.)
3. Came back down to ground and looked back in the direction the RE had been coming from when the error occurred.
4 Turned on tile indications using F7.I found I was very close to the blue line of a tile boundary.
5 Used F2 and left clicked to check the track sections. One 100m straight was crossing the blue line, and the next 100m straight was the one which was under the camera position.
6. Deleted the track section which was under the camera, (the first track section wholly within the tile boundary).
7. Saved, left RE, started up again, and asked for a Track database rebuild. Success.
8 Relaid the piece of track. Saved, left the RE, started it up again and checked it still did a track database rebuild without errors.
I did a diff between the now-working version and the version which had caused me all the aggro. I found that apart from some tiles and the track database file itself, one world tile had changed. When I uncompressed the two version of the world tile and compared them, I found that the first entry in the faulty world file had been moved to the end of the world tile which now was working correctly. That, I assume, is the section I ripped up and then relaid after the track database rebuild.
HTH