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Posted: Mon Mar 03, 2008 8:12 am
by thegrindre
I just didn't like that...

This is better,

Image

:D

Posted: Mon Mar 03, 2008 1:55 pm
by nwhitney
Yep, the other had too much banding effect.
How did you make out with AI loading? After Ken's post, I checked his and the config and .gs file were exactly the same except for the kuid table. So I stuck his in and the loco just blew right by. Put yours back after re-arranging the kuid table and again the loco wouldn't stop. Re-installed from your .cdp and the loco was stopping too soon. It was only a small loop test track and it seems the placement has something to do with Willie seeing the trigger. Moved your warehouse just a bit and things were back to original. Darnedest thing I ever saw!
Norm

Posted: Mon Mar 03, 2008 6:35 pm
by thegrindre
Yup, pretty much had the same problem as you did.
The posted version is the older of the two versions. I'm moving my skins over to the newer version in hopes that Curtis can find and fix the issue. Meanwhile, I'll let the techies figure it out as I skin 'em. So, the whole thing will stay in beta for now. (I may try skinnin' Ben's original asset to see what's up although his poly count is on the extreme side as I understand...)

EDIT: Curtis has apparently placed the sign on top of this building so I'm staying with this later version. I like that sign. :D

:D

P.S. Norm, you have a PM at the TPR forum, btw...

Posted: Tue Mar 04, 2008 7:44 pm
by thegrindre
OK, guys, I've gotten the 'all systems go' approval from Ben with any additional versions as well so, we gotta figure out why the AI won't load and unload on command at this building and fix it before I release it.

The problem I have is that I don't know what tells the AI to do these things in the config file so, anything I do, will be nothing but a hit or miss attempt. :?


I'm going to change the sign(s) of these two industries to read, 'distribution' and 'receiving' rather then 'warehouse'. That'll give us two logical industries we can use as such. Although I could skin a third version keeping the warehouse version as well.
I'll post the changed sign version on the beta page in a bit. :D

:D

Posted: Tue Mar 04, 2008 9:41 pm
by nwhitney
Looking foward to it.
Norm

Posted: Wed Mar 05, 2008 10:56 pm
by Pencil
That building was never designed to unload; only load. Are you having problems with loading also?
For this industry to unload, you'll need a new script (and yet a third one for an industry to do both)

Posted: Thu Mar 06, 2008 2:08 am
by thegrindre
That's right, neither loading or unloading works through AI commands. :( The train will just continue to drive on by when load or unload is selected.



There is a 'newer' version on my beta page, (A few minor tweaks is all.). I like this version although the load and unload is still not working yet so, I'll leave it in beta for now.
Here's the link again;
http://www.geocities.com/thegrindre/pag ... 4802432671

Enjoy!

Posted: Thu Mar 06, 2008 7:00 am
by thegrindre
I think this is it... This 'receiving' version looks pretty good to me. What do you think?
I'll post it on my beta page if you like it as it is nothing more then another re-skin.

Image

Any input?

:D

Posted: Thu Mar 06, 2008 7:15 am
by nwhitney
See my previous post. Did you get the email I sent you? Still got the handrails to do.
Norm

Posted: Thu Mar 06, 2008 8:31 am
by thegrindre
Norm,
No sir, didn't get your e-mail. I could have accidentally spamed you. I didn't see anything referring to Trainz.
Let's PM here untill we figure it out. I have 6+ e-mail addys. LOL (You have a PM)

OK, both are posted at my beta page. Any problems you may have please post here and I'll try to correct 'em.

:D

Posted: Thu Mar 06, 2008 1:35 pm
by Pencil
OK, I think I've figured out the problem. I'll post a new version of the fruit company this evening with the fix. It's a problem in the script (fruit_co.gs). Thanks for letting me know of the problem!

too bad this forum sw doesn't allow attachments - maybe time to upgrade....

Posted: Thu Mar 06, 2008 1:43 pm
by nwhitney
Great! Then will we be able to just cut and paste the script to Rick's betas? Sure wish I could understand scripting, must be something like ADD.
Norm

Posted: Thu Mar 06, 2008 1:48 pm
by Pencil
Yep - in fact, here's the fixed script by itself: http://www.carsoncarshops.com/files/fruit_co.gs

Posted: Thu Mar 06, 2008 2:58 pm
by thegrindre
GREAT! I'll get on it pronto...

Thanks, Curtis... :D

I spent about an hour and a half reading .gs instructions and comparing some similar files but never did figure anything out. (I'm so confused...)

:lol:

Posted: Thu Mar 06, 2008 4:55 pm
by thegrindre
Hi guys,
After extensive testing, the train will stop at each car and load BUT it won't unload. The train will stop at each car as it should but doesn't unload. I set the building to produce 1 load with 1 load in access. This should have been plenty of 'room' for unloading, I'm guessing here. Is it me again?

:D