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Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:33 pm
by AlleE652Brennero
DaveDewhurst wrote:Ok, do you have a file called d3d9.dll in your railworks directory?
If so, does the editor work if you remove it?

Dave
Even if you remove the dll, does not work anyway.
And if it were exe corrupt? It can be... :roll:

Alex.

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:33 pm
by DaveDewhurst
chrisell wrote:the tabs are flawed because they don't retain the scroll position. So if you expand a section at the bottom of the blueprint to compare it to another blueprint, once you click away from that tab and back to it, it's scrolled to the top again.
MIne keeps the position
I tried an engine, a carriage and an advert blueprint and could repeatedly switch between them and they retained their position where I left them

DAve

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:36 pm
by DaveDewhurst
AlleE652Brennero wrote:Even if you remove the dll, does not work anyway.
Ah Ok, well that sound like a different issue, so I'm not sure.
Probably best to contact support@railsimulator.com and show them the error message.
Hope it gets sorted for you.
Dave

Might also be advisable removing SweetFX (if you had it installed) to make their diagnosis easier.

Dave

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:40 pm
by AlleE652Brennero
Already sent, and I am looking for technical answers (not fact) ... :roll:
Hopefully...

Alex.

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:42 pm
by Acorncomputer
Don't forget that you can now update changes to your model without exiting the main program ..

Keep in the main game, (minimise perhaps), work on the blueprint editor, export your model again with changes, go back to main game, select model, Press F5 and watch your model update.

Try it ....

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Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:45 pm
by DaveDewhurst
F9 :D

Dave

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:45 pm
by chrisell
Acorncomputer wrote:Don't forget that you can now update changes to your model without exiting the main program ..

Keep in the main game, (minimise perhaps), work on the blueprint editor, export your model again with changes, go back to main game, select model, Press F5 and watch your model update.

Try it ....

-
In game, or in the preview window? I tried it in-game and got nothing....
Plus - if this did work - where is it documented? I swear RSC really don't have a clue when it comes to third-party developer support. No release notes, dev docs not updated since 2008. Eesh.

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:47 pm
by chrisell
DaveDewhurst wrote:
chrisell wrote:the tabs are flawed because they don't retain the scroll position. So if you expand a section at the bottom of the blueprint to compare it to another blueprint, once you click away from that tab and back to it, it's scrolled to the top again.
MIne keeps the position
I tried an engine, a carriage and an advert blueprint and could repeatedly switch between them and they retained their position where I left them

DAve
Nope. Full-screen or windowed, it always jumps back to the top of the blueprint here. And my god having to click-open all those condensed sections is really becoming a problem for me now. I'm seriously considering reverting to the old editor (kept it just in case of a . up like this).

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:55 pm
by DaveDewhurst
chrisell wrote:Nope. Full-screen or windowed, it always jumps back to the top of the blueprint here. And my god having to click-open all those condensed sections is really becoming a problem for me now. I'm seriously considering reverting to the old editor (kept it just in case of a . up like this).
Ahh, before switching tabs, click on text entry box. without the focus on an item it will revert to the top.

Dave

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:56 pm
by chrisell
DaveDewhurst wrote:F9 :D

Dave
AAAAAAAAAAAaggggggghhhhhh!!!!!
Goddamn it.
I use f9 in all my trains to change the destination boards. Just tried that and they've broken every single product I've produced.

Hatred building......

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:58 pm
by AlleE652Brennero
Unfortunately I got the email from the staff, and it seems that the problem is XP.
Of course they have a lot of nerve to say that it works for XP, when the blueprint editor (an important feature) DOES NOT WORK AT ALL with XP. Quacks!

Go to hell TS2014, I uninstall it from my pc (given the thing, it makes no sense to keep it still there occupying space).

Alex.

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:59 pm
by chrisell
DaveDewhurst wrote:
chrisell wrote:Nope. Full-screen or windowed, it always jumps back to the top of the blueprint here. And my god having to click-open all those condensed sections is really becoming a problem for me now. I'm seriously considering reverting to the old editor (kept it just in case of a . up like this).
Ahh, before switching tabs, click on text entry box. without the focus on an item it will revert to the top.

Dave
Ah - that works. Now if we could find the shortcut / menu option to "expand all" .... trying to edit input mappers with them all compressed is about enough to make me give up my entire development for this game :( :( :(

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 3:59 pm
by DaveDewhurst
At least its only 1 file (per loco), could have been worse.

Dave

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 4:59 pm
by moranb
I also use XP. I know I am a bit of a Luddite, but I still prefer XP to Vista or Windows 7. I have Windows 7 on my lap-top but do all my work on my main PC with XP as the OS. It is most unfortunate that the Blueprint editor no longer works with XP. Fortunately, I still have the Blueprint Editor that came with both the original RailSimulator and Railworks 2. If I ever feel the need to use the 2014 version, I'll work with my lap-top.

Pity RS did not warn us in advance that it would not work with XP so that we could keep a copy of the 2013 version.

BFM

Re: Blueprint Editor 2.0

Posted: Fri Sep 27, 2013 6:43 pm
by shanyiqua
MaikG wrote:You just need to know what lua is capable. With that, and a good portion of thinking before writing the code, you will get very good results. Logmate will sput out lua compile errors, and if you are a good programmer, then you don't need a syntax check before running your code. Most things i have to deal with are logical mistakes or wrong comparings (bool with number, etc.). Such "errors" you won't get reported by the compiler, but by your brain ^^.
I know what is capable of (nearly nothing, everything is need to be programmed by the user, including simple string functions that are standard in any languages by default) i've done quite complex scripts for this game, and i hate this language, more i use it more i hate it. The main problems are Poor debug (i mistype a variable name, then the script stops silently without error message, and i need to read line by line to find the problem), no OO, which leads to ugly and chaotic code or poor performance, poor system library, and ugly, not easy to read syntax. I usually don't like script languages, as all share nearly the same problems, but lua is the worst of the worst. Java or C# would be much better in everything.