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SeaView 3 TDB rebuild analysis

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Charter Member · 505 posts

As you probably have read, OTTODAD in his post about not being able to get a TDB rebuild on his route, mentioned that it would not work on Seaview 3 as well. I asked Bill if he would mind me taking a look, and he responded most positively. I had a lot of thories about TDB rebuild and needed to look at someone else's route to verify them.Well to start with, so much with theories. This darn program just kicks you in the teeth and then goes for the stomach. I have learned some things though, the most important is perhaps to let sleeping dogs lie.It went like this:
First TBD rebuild, Track database error 'Remove_end_end' one non-vector, one vector (Which I will Call VEE) followed by debug crash screen. The tile was -111193x13853 Long -81.71484 Lat 31.38429. I jumped to the Lat Long given and was right on top of the green marker for a dynamic track piece that was about 500 meters long, and immediately crossed the tile boundary. I replaced it with a few stock curve pieces and finished up with a short piece of dynamic track. There were two sound regions now off the track, so I put them back. Ran TDB rebuild.This time VEE error at tile –11192x13852 –81.67989 31.36357. I jumped to that position fully expecting another dynamic piece. Total surprise. A 10m straight piece where it joins a few other 10 m pieces. The piece did cross a blue boundary line. I deleted the track piece and replaced it with another one. Ran TDB rebuild.This is where things went to hell. Instead of getting a VEE as before, the rebuild ran a long time then went straight to debug crash. I jumped to the coordinates still on the screen which were on tile –11198x13852 and was surprised to find myself on a sand dune with no track around. I spent the next 4 hours trying to find what was causing the crash. I totally removed the w file for the tile and it still crashed at the same point. I tried modifying terrain. I tried deleting objects from adjacent tiles to see if that was the actual cause. Nothing worked. Finally as an act of desperation, I clicked on the link in the debug message to see what would be reported to Microsoft. One of the things is a memory dump. I read through the memory dump and noticed that there was a reference to ..\seaview3\world\w-011197+013852.w , That was very interesting. It was the only tile listed anywhere in the dump list and it wasn’t the tile being displayed when the crash occurred. I jumped to that tile and found it consisted of a long bridge which Y'ed to a section of track that disappeared to the right and the left branch that took off and guess what: had one piece of double track that spanned the corner of another tile and joined another short piece that joined the track on the tile I had been working on! I replaced both sections of track, ran TDB rebuild….and got a ALL TILES VISITED!
The celebration was too soon. Now I noticed that tile –11197x13852 had rogue blue poles at both places where track crossed the boundary at the north end. I found that these last pieces could not be selected getting the familiar can’t select because the piece is not connected to anything error. I deleted large portions of track, and laid new track down with a slightly different path. By the way, when adjacent track was deleted, the rouge pieces showed track lines to one end like there was a piece still there. In some cases I laid new track directly over the top of the rouge pieces. Next I ran TDB rebuild again.I got another VEE error on another tile not yet visited. My notes fell apart here, but it was a 250 meter section that crossed a tile boundary. I replaced it with a few 10m , 100m, and 50m sections. Ran TBD rebuild again and got All Tiles Visited. I went back to –11197x13852. I got all kinds of signal error messages. I refused to allow the program to delete them and just kept drilling through the messages until I finally reached the tile. The track pieces were all still good. The rogue pieces now showed a blue pole at each end as they should, and the extra length of track marker line was gone. I selected the pieces and deleted them!In Bills email he had also clued me in on a rogue piece of track on tile –11199x13851. He couldn’t get rid of it since Seaview2 and had buried it underground. I had looked at it before beginning, and it was a 10d right switch with two phantom pieces of track attached. You could not select the switch. After the successful TDB rebuild I went back to the location. The phantom pieces were gone and I was able to select the switch and delete it.I spent the next 3 hours trying to find a way to fix the broken signals. Mile markers, speed zones, and sound markers did not seem affected unless the track they were on was moved, in which case selecting them and putting them back on the track fixed them. On the signals, I give up. From all of this I am drawing the following conclusions:1. It is indeed a good idea to run TDB rebuild often when building the route. At the point that you start placing signals, you should have a good TDB. You may run TDB after signals are placed, but if you get a bad rebuild forget trying to fix it unless you want to replace all the signals.
2. Crossing tile boundaries is the primary cause of TDB rebuild failure. It seems to me that from the way the ends were on the pieces, that going from North to South is the more prone to the problem than the other way around. Crossing 3 boundaries with a single track piece is a killer.
3. It is not necessarily a dynamic track crossing that will get you. Once a tile was fixed, it seemed to stay fixed.
4. Rogue blue poles and pieces attached to them seem to be caused by isolated fragments in the TDB. Once you are able to run a good TDB rebuild, the piece becomes selectable again.
5. It is not necessary to have a good TDB rebuild in order to have a usable route, as we all already know and SeaView demonstrates.Special thanks to Bill “Tree Frog” Burnett for allowing me to pick his route apart. I think SeaView will go down in history as the most famous non MSTS route. I thank him for giving it to us. It is truly a payware quality route.Larry

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SeaView 3 TDB rebuild analysis [View All], lfriddle, 00:02 AM, May-19-03, (0) RE: SeaView 3 TDB rebuild analysis, griffinmt, May-19-03, 09:12 AM, (1) RE: SeaView 3 TDB rebuild analysis, OTTODAD, May-20-03, 07:51 PM, (12) RE: SeaView 3 TDB rebuild analysis, enocell, May-19-03, 02:46 PM, (2) RE: SeaView 3 TDB rebuild analysis, rgarber, May-19-03, 07:02 PM, (6) RE: SeaView 3 TDB rebuild analysis, jleslie, May-19-03, 11:16 PM, (7) RE: SeaView 3 TDB rebuild analysis, lfriddle, May-20-03, 00:05 AM, (8) RE: SeaView 3 TDB rebuild analysis, OTTODAD, May-20-03, 07:26 PM, (10) RE: SeaView 3 TDB rebuild analysis, Tree Frog, May-19-03, 04:45 PM, (3) RE: SeaView 3 TDB rebuild analysis, lfriddle, May-19-03, 06:03 PM, (4) RE: SeaView 3 TDB rebuild analysis, Tree Frog, May-19-03, 06:23 PM, (5) RE: SeaView 3 TDB rebuild analysis, OTTODAD, May-20-03, 07:36 PM, (11) RE: SeaView 3 TDB rebuild analysis, OTTODAD, May-20-03, 07:04 PM, (9)

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Charter Member · 1361 posts

RE: SeaView 3 TDB rebuild analysis

SeaView 3 TDB rebuild analysis – image 1

Take a break and have a cold one!!Everything you described still makes me think my theory is right, but tough to prove it one way or another (that's why its just a theory!).During the rebuild, as the camera moves around, it would be real nice to be able to 'log' the sequence of tiles visited and compare that to the actual layout of the track appearing on all those tiles. For once, this is where a SLOW machine might actually help Also, while it is still moving around, You can use the mouse/keyboard, so you can go to the File menu and do a save. This will stop the rebuild at that point and create that partial TDB file so that you can then use the Activity editor and 'see' what track exists. Eventually, with some luck, you can 'sneak up' on the failure point(s).Martyn T. Griffin
griffinmt@mindspring.com
http://www.geocities.com/tcmrrc/

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Charter Member · 5310 posts

RE: SeaView 3 TDB rebuild analysis

Funny you saying that about displaying a running commentary about what the Rebuild does rather then showing the Camera Views.Yesterday DTA and Frank Carver from Australia spent a day at my home playing with Trains, MSTS and my Märklin-HO layout.Frank Carver just having finished a brilliant extension to the Marias Pass 3 from Whitefish to Sandbach and me making progress with the damaged N.&.J.C., the conversation naturally turned to the TDB Rebuild and it's inability to pinpoint accurately where the problems are, other than "Send, do not Send".Being a Programmer myself, I de-bug my code Test-Running it, screen-printing the code line it is processing and any calculations or functions / procedures thereon.If it crashes and stops, I know precisely where and what it was trying to do. Now why can the TDB Rebuild not do the same, telling you the Co-Ords, Tile and Objects Parameters instead of flashing Scenery on the Screen ?O t t o

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Charter Member · 1566 posts

RE: SeaView 3 TDB rebuild analysis

SeaView 3 TDB rebuild analysis – image 2

>were on the pieces, that going from North to South is the
>more prone to the problem than the other way around.
>Crossing 3 boundaries with a single track piece is a killer. My route is full of these. No wonder the tdb rebuild doesn't work.
Hopefully MSTS2 has some kind of fix to this.

SeaView 3 TDB rebuild analysis – image 3

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Charter Member · 2616 posts

RE: SeaView 3 TDB rebuild analysis

Not to dampen any enthusiasm into this but I would hesitate to jump onto this conclusion too quickly. I have numerous tracks that cross 3 boundaries and not a one has caused this error. It seems to me that MSTS has a trademark in each one of my route, a phantom switch shows up buried somewhere.Rich Garber

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Charter Member · 533 posts

RE: SeaView 3 TDB rebuild analysis

I agree with Rich here. All this talk lately about bad TBD rebuilds, I'm beginning to see a pattern. The pattern is that there is no pattern to what causes TDB errors, and there is no pattern to what kind of errors we are getting.Here are a couple instances on my route of tracks crossing multiple tile boundaries:SeaView 3 TDB rebuild analysis – image 4SeaView 3 TDB rebuild analysis – image 5Never had any errors in these places.I'm thinking (in my convoluted mind) that the real bug here lies not in the way we lay our roads and tracks, but rather within the code that creates the track database, and that something within that code writes to the various TDB files incorrectly which causes the errors we see. There doesn't appear to be any pattern to these errors, rather they appear to be random; one person like Cal can isolate and repair an error on his route that many of us already have in place on our routes and that don't cause us any problems. On the flip side of that, some of us have had problems on our routes that others don't seem to have on their routes.I can run trains on routes that aren't able to complete a TDB rebuild; somebody mentioned somewhere it may be better to let sleeping dogs lie.Jeff L

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Charter Member · 505 posts

RE: SeaView 3 TDB rebuild analysis

I refer you guys to paragraph #2.Larry

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Charter Member · 5310 posts

RE: SeaView 3 TDB rebuild analysis

Being an Oldtimer DOS Programmer myself and aware of Microsoft's inability to accurately calculate numbers, I and many others have found this to be the case, particularely with EXCEL and it's numerous Rounding Errors.I worked around this with a "FUDGE FACTOR" of .000009, forcing accurate results in non integer calculations in my Accounting Programmes. POWERBASIC eventually did this with a Function, forcing correct rounding according to the number of Decimal Places specified.A lot of what the Track Database and associated World Tiles are recording is based on mathematical or numeric expressions and I can not help feeling that the RE puts something somewhere according to the calculations for that tile which however do not match the co-ordinates on the adjacent tile precisely, mathematically speaking. And that I think could also be the reason for all the Track Pieces which have "No adjacent" one, being accross a Tile boundary ?I am not going to lose a lot of sleep over this but hope that the MSTS-2 Editors, now officially supported by Microsoft, will change all that ?O t t o

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Member since Jun-26-02 · 851 posts

RE: SeaView 3 TDB rebuild analysis

Hi Larry,Wow! When you analyze something, you go all out. Quite impressive !Dumb question. How will it benefit me to do a TDB rebuild? I have been building my route for 18 months without doing one. I don't even exactly understand what it is for. I tend to have an "if it ain't broke, don't fix it" attitude. As long as everything works fine, I am happy.Right now, I am happy as I continute to build Sea View 4. Bill Burnett

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Charter Member · 505 posts

RE: SeaView 3 TDB rebuild analysis

LAST EDITED ON May-19-03 AT 06:05 PM (EDT)

At this point, I don't think you should worry about TDB rebuild. If you had been doing it all along, you would have been able to delete the buried switch. Other than that, it accomplished nothing.So continue on, and be happy! :p
LarryEdit: OK. Why didn't my smiley work?

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Member since Jun-26-02 · 851 posts

RE: SeaView 3 TDB rebuild analysis

Your smiley must not have been sincere. Bill Burnett

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Charter Member · 5310 posts

RE: SeaView 3 TDB rebuild analysis

Don't worry too much about the Health of the SEAVIEW-III Bill, as I am not worried about the N.&.J.C. ! They can still be used under MSTS-1, flawed or not, I and many others will retain for some time to come.But working on the SEAVIEW-IV you want to make sure that it can survive a TDB Rebuild or it's MSTS-2 Future could be in doubt ?Mike Vone suggests that a Route should be created by laying ALL the track first, Roads next, before adding any Scenery and associated Objects. Under MSTS-1 this makes a lot of sense, I recently found out trying to add to and repair the N.&.J.C..Better still, wait for the new MSTS-2 Route Editor ?Take Care Bill, O t t o.

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Charter Member · 5310 posts

RE: SeaView 3 TDB rebuild analysis

Thanks Larry for putting all your experiences into print ! After doing more or less the same with the N.&.J.C., which is overdosed with long DYN and other Tracks, I just did not have any steam left to do it myself. Fixed one Tile, taking out what caused the bother without replacing it, got a bit further, doing the same and eventually gave up, realising that I would have to relay a lot of original track again, never mind my additions ! All my re-laid extensions and Loops work and all the Scenery is still visible to the Player but not in the RE.I am going to finish the Scenery now and enjoy running my trains all over it NON-STOP !!! Reading many E3 reviews and reports, mentioning backwards compatibilty with MSTS-1, ACTIVITIES excepted, strengthens my belief that Routes which can not pass a TDB Rebuild will not make it into MSTS-2, unless whoever writes a CONVERTER will give the "Importer" an option to discard or disregard Rouge items in the process !Sicerely hope this to be the case or a lot of guys like Bill Burnett, Teemu Saukkonen and other major Freeware Routes Creators with similar problems will have to re-build their Routes for MSTS-2 !Take Care, O t t o.

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