Issue with Platforms and other Interactives close to Tile Boundary

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  • joe_star
    Senior Member
    • Mar 2012
    • 394

    #1

    Issue with Platforms and other Interactives close to Tile Boundary

    Dear Goku,

    The TDB references for platforms and sidings that end close to tile borders seem not be written correctly in the recent versions of TSRE. Here's an example below. Note: all work to lay and adjust the platform interactive was done from within ONE tile. I did not cross boundaries when putting the interactive on track and subsequently adjusting the length.

    Near end of platform (furthest from tile boundary-Navi window showing approximately the end location)
    1.jpg

    Far end of platform (closest to tile boundary)

    2.jpg

    TDB entry is written as below, note the tile change and z coordinate overflow on ItemID 14167.

    Code:
    		PlatformItem (
    			TrItemId ( 14167 )
    			TrItemSData ( 267.28784 00000002 )
    			TrItemRData ( -353.75067 0.9999789 -1059.6543 -2693 13207 )
    			PlatformTrItemData ( 00000000 14168 )
    			PlatformName ( "Dadri 1" )
    			Station ( "Dadri" )
    			PlatformMinWaitingTime ( 180 )
    			PlatformNumPassengersWaiting ( 7 )
    		)
    		PlatformItem (
    			TrItemId ( 14168 )
    			TrItemSData ( 672.35748 00000002 )
    			TrItemRData ( -469.90631 0.99998152 600.33832 -2693 13206 )
    			PlatformTrItemData ( ffff0000 14167 )
    			PlatformName ( "Dadri 1" )
    			Station ( "Dadri" )
    			PlatformMinWaitingTime ( 180 )
    			PlatformNumPassengersWaiting ( 7 )
    		)
    Effect of this? Route Riter throws a fit, although in game itself (OR) the platform works as expected.
  • GokuMK
    Senior Member

    • Oct 2015
    • 729
    • Poland

    #2
    TrItemRData is used only by editors/viewers. It should work fine everywhere.

    Comment

    • joe_star
      Senior Member
      • Mar 2012
      • 394

      #3
      Originally posted by GokuMK
      TrItemRData is used only by editors/viewers. It should work fine everywhere.
      It creates ambiguity in route riter. Call me a little fussy but I prefer my TDB without any errors there.

      I've been manually correcting the TRITEMRData entries to correct the issue

      I am still investigating if the same bug affects car spawners. I do have issues with those working fine in TSRE but not displaying in OR. Will look into it at my next opportunity.

      I wouldn't call it a critical bug but something to to consult fer looking at in your next cumulative release

      Comment

      • rodrigoville
        Senior Member
        • Dec 2008
        • 405
        • Aguascalientes, Mexico

        #4
        HI Joe:

        This is very interesting since I have some issues with the Carspawn too that I haven't been able to resolve, same case TRSE shows Carspawn and OR doesn't.. I am reading as much as possible to correct all errors because I think the same: Inconsistencies or errors in TDB / Worlds Files affects car spawners functionality.

        I am following the information published in the forums about TDB inconsistencies due I have some issue in a 10 miles area of my route where I can't active the platform names (F6) if I do OR crashes, based on the information provided by Vince I am trying to find the error between TDB / World files, but is a big puzzle... suspecting this issue affects the carspawn performance in OR...

        Regards

        Comment

        • joe_star
          Senior Member
          • Mar 2012
          • 394

          #5
          Originally posted by GokuMK
          TrItemRData is used only by editors/viewers. It should work fine everywhere.
          Dear Goku,

          I have verified that TRItemRData is in fact used by ORTS to display car spawners, and do not display correctly if laid with the current version of TSRE V0.6974.

          I performed a small test today, placing a car spawner with TSRE, as shown in the screenshot below

          x.jpg

          I then fired up ORTS, the spawner did not work

          Open Rails 2019-04-06 09-53-50.jpg

          I viewed the spawner in ORTS Track Viewer, & also the RDB/RIT entries. As expected the TRItemRData is not being written and resulting in the track viewer car spawner showing it to be in the same location

          y.jpg

          The RDB/RIT entry for the spawner below

          Code:
          	CarSpawnerItem (
          		TrItemId ( 4076 )
          		TrItemSData ( 310.82529 00000001 )
          		TrItemRData ( -956.02234 1.1197182 -615.07806 -2693 13209 )
          	)
          	CarSpawnerItem (
          		TrItemId ( 4077 )
          		TrItemSData ( 56.823235 00000001 )
          		TrItemRData ( -957.77356 1.1197181 -614.112 -2693 13209 )
          I now proceeded with some experimentation. Using Track Viewer, I estimated the start & end coordinates of the Car Spawner, and MANUALLY updated the TRItemRData, as below, note this was the only change made. No other operation was performed anywhere.

          Code:
          	CarSpawnerItem (
          		TrItemId ( 4076 )
          		TrItemSData ( 310.82529 00000001 )
          		TrItemRData ( -967.22234 1.1197182 -609.07806 -2693 13209 )
          	)
          	CarSpawnerItem (
          		TrItemId ( 4077 )
          		TrItemSData ( 56.823235 00000001 )
          		TrItemRData ( -1018.37356 1.1197181 -806.612 -2693 13209 )
          	)
          Reloaded Track Viewer, so far so good.

          z.jpg

          Fired up ORTS, voila, working car spawner

          Open Rails 2019-04-06 10-17-48.jpg

          I hope that clarifies, and any one else having issues with car spawners can either wait til this gets fixed or resort to manual messing with databases like I did (highly NOT recommended!)

          Comment

          • GokuMK
            Senior Member

            • Oct 2015
            • 729
            • Poland

            #6
            I have verified that TRItemRData is in fact used by ORTS to display car spawners, and do not display correctly if laid with the current version of TSRE V0.6974.
            Funny. Now just use keys to move slightly each spawner point in TSRE to update this data. No need for manual editing.
            Will be fixed in next version.

            Comment

            • joe_star
              Senior Member
              • Mar 2012
              • 394

              #7
              Originally posted by GokuMK
              Funny. Now just use keys to move slightly each spawner point in TSRE to update this data. No need for manual editing.
              Will be fixed in next version.
              AAAAAHHH!!! I know I had read that workaround somewhere. Silly me!

              Yes you are right, done and tested and just a slight change in position using the NUMPAD is sufficient!

              Comment

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