Blueprint Editor 2.0

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adburgess1992
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Re: Blueprint Editor 2.0

Post by adburgess1992 »

Was very confused when I first opened it but after 5 Minutes I can say I much prefer the new editor since for people like me who only make small quick things its now super easy just name and set the category and done no finding your glasses to read the little text anymore and getting a random errors because it decided there was an error. :P

One thing I would like is if maybe RSC could update it and put keyboard shortcuts for the major buttons something like
F10:Preview
F11:Export
F12:Force Export

Since that would speed up things and would be quite handy for people who do complex stuff I imagine.
moranb
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Re: Blueprint Editor 2.0

Post by moranb »

I have a problem launching Blueprint Editor 2. Each time I launch it I get the error message 'BlueprintEditor 2 has encountered a problem and needs to close. We are sorry for the inconvenience'. The game itself runs without any issues. Anyone else experienced this? Would welcome any suggestions to solve this issue.

BFM
heiko
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Re: Blueprint Editor 2.0

Post by heiko »

Same problem here. Verify File Integrity and Clear Cache didn't help, also tried with an empty source folder.
I'm in contact with RSC, but no helpful answer until now.

Heiko
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DaveDewhurst
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Re: Blueprint Editor 2.0

Post by DaveDewhurst »

heiko wrote:Same problem here. Verify File Integrity and Clear Cache didn't help, also tried with an empty source folder.
I'm in contact with RSC, but no helpful answer until now.

Heiko
moranb wrote:I have a problem launching Blueprint Editor 2. Each time I launch it I get the error message 'BlueprintEditor 2 has encountered a problem and needs to close. We are sorry for the inconvenience'. The game itself runs without any issues. Anyone else experienced this? Would welcome any suggestions to solve this issue.

BFM
Are either/both of you using sweetfx or enb?
Odd question I know but bear with me
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heiko
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Re: Blueprint Editor 2.0

Post by heiko »

Hello Dave,

no - never heard of it... let alone installed.

I also tried with emptying the temp-folder and starting RW once to re(?)build BlueprintSchema.xls
BE2 keeps crashing... :roll:

Heiko
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DaveDewhurst
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Re: Blueprint Editor 2.0

Post by DaveDewhurst »

OK nevermind, although for others,
for future reference, the editor doesn't seem to load if you've got a d3d9.dll in the base directory
(that's where sweetfx and ENB will put it)
so will need moving before the editor is run (the game will work fine with it)

Dave
heiko
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Re: Blueprint Editor 2.0

Post by heiko »

Dave! :B-fly:

I never used sweetfx or ENB but had "d3d9.dll" in the main folder...

Thank you so much!
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DaveDewhurst
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Re: Blueprint Editor 2.0

Post by DaveDewhurst »

Hmm,
I wonder what else is putting it there?
At least its fixed.
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AlleE652Brennero
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Re: Blueprint Editor 2.0

Post by AlleE652Brennero »

Someone explain the procedure the install the sweetfx/enb?
Because i have the same problem the heiko and moranb.

Regards, Alex.
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DaveDewhurst
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Re: Blueprint Editor 2.0

Post by DaveDewhurst »

AlleE652Brennero wrote:Someone explain the procedure the install the sweetfx/enb?
Because i have the same problem the heiko and moranb.

Regards, Alex.
Not quite sure I follow but, from tests I have tried:
If you have installed Sweet FX or ENB
(both of these are 3rd party, unofficial graphics tweakers to give effects such as vignetting, Bloom and False HDR etc)
these programmes both require d3d9.dll to be in the base directory of Railworks for them to work.
The blueprint editor doesn't like this though, so either don't use these graphic mods, or remove d3d9.dll each time you want to use the editor.

If you don't have these mods installed but still have a d3d9.dll in your railworks directory, it can be safely removed; a clean install of Train Simulator does not include this file, so its obviously not needed

Hope that makes it clearer.

Dave
AlleE652Brennero
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Re: Blueprint Editor 2.0

Post by AlleE652Brennero »

Nothing, don't works. :roll:
I tried to install the sweetfx, but don't works the same.

But, on the other hand, create a log:

Code: Select all

redirecting CreateDevice
D3DXCreateEffectFromFile failed
try to use "E:\Programmi\Steam\steamapps\common\railworks" for shader files
What significance this? :-?

Alex.
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DaveDewhurst
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Re: Blueprint Editor 2.0

Post by DaveDewhurst »

Sorry I'm still not sure wheret the issue is :(

I'm trying to say, don't use Sweet FX or ENB as they might cause problems loading the editor
(unless you're willing to move files round continuously)

Are you getting that error using the editor or running the game?
Did you have any errors before you installed SweetFX with the editor or the game or both?

Dave
AlleE652Brennero
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Re: Blueprint Editor 2.0

Post by AlleE652Brennero »

Only the Blueprint Editor don't works. The game it works, except Blueprint Editor. :-?
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DaveDewhurst
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Re: Blueprint Editor 2.0

Post by DaveDewhurst »

Ok, do you have a file called d3d9.dll in your railworks directory?
If so, does the editor work if you remove it?

Dave
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chrisell
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Re: Blueprint Editor 2.0

Post by chrisell »

karma99 wrote:Much, much better!
  • A UI that's easy on the eyes and nests each section well
  • Tabs! Open more than 1 blueprint at a time for comparison/copy/paste heaven!
I have issues with both of these.
First, there's no way to expand all sections which has greatly slowed down my development because now I have to hunt and peck to find what I'm looking for.
Second, 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. It needs to retain the scrolled position so you can click back and forth between the tabs to do comparisons. (I've gone back to having two copies of the editor open at once then I can see both blueprints together).
These two functions alone make it nearly unusable for me. Sure it looks great but functionally they didn't really think of pro developers who need FAST access to the blueprint. Given that we're in an out of this tens / hundreds of times a day, it's another item (like all the swooshy but extremely slow GUI menus) that is just going to hamper the flow of my development day.
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