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ergobob (298 posts)
Aug-15-01, 11:08 PM (EST) "Whitefish Local Episode 1 and Episode 2 problems?" Hi Folks,I was wondering if anyone else was having a problem with Whitefish Local Episode 1 and 2?I get a Microsoft Send error and crash at various times but early in the run.I also checked it with MSTS Buddy and it gives an error in the activity.I want to know if it is me or the activities?Thanks,bob Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: Whitefish Local Episode 1 and E... jtousign Aug-15-01 1 RE: Whitefish Local Episode 1 and E... michigandon Aug-16-01 2 RE: Whitefish Local Episode 1 and E... Boweavel Aug-16-01 3 RE: Whitefish Local Episode 1 and E... SuperDave Aug-16-01 6 RE: Whitefish Local Episode 1 and E... SuperDave Aug-16-01 4 RE: Whitefish Local Episode 1 and E... dcrano Aug-16-01 5 RE: Whitefish Local Episode 1 and E... Dokkensound Aug-16-01 8 RE: Whitefish Local Episode 1 and E... ergobob Aug-16-01 9 RE: Whitefish Local Episode 1 and E... blattan Aug-16-01 7 RE: Whitefish Local Episode 1 and E... SuperDave Aug-16-01 10 RE: Whitefish Local Episode 1 and E... Dokkensound Aug-16-01 11 RE: Whitefish Local Episode 1 and E... jtousign Aug-16-01 12 RE: Whitefish Local Episode 1 and E... woeper Aug-17-01 13 RE: Whitefish Local Episode 1 and E... Boweavel Aug-17-01 14 RE: Whitefish Local Episode 1 and E... ergobob Aug-17-01 15 RE: Whitefish Local Episode 1 and E... davy Aug-24-01 17 RE: Whitefish Local Episode 1 and E... davy Aug-24-01 16 RE: Whitefish Local Episode 1 and E... ergobob Aug-24-01 18
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jtousign (28 posts)
Aug-15-01, 11:50 PM (EST) 1. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Hi Bob
No problem at all with episode 1 but a lot of crashes with
episode 2, about 10 times! It's a pity because it is a great
activity, I love both of them.
Jean Remove | Alert Edit | Reply | Reply With Quote | Top
michigandon (47 posts)
Aug-16-01, 01:00 AM (EST) 2. "RE: Whitefish Local Episode 1 and Episode 2 problems?" When I first unpacked this activity, it started out with the two GP38s coupled "elephant style" and I got sound loop, freeze up, and error messages left and right! I went back and unpacked it again and let it overwrite the existing ".act" files (I hadn't deleted the ".apk" file yet) and tried again. This time the two GeePs were coupled back-to-back and the activity ran fine!
Go figure.Don Remove | Alert Edit | Reply | Reply With Quote | Top
Boweavel (140 posts)
Aug-16-01, 03:22 AM (EST) 3. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Ive just tried number 2 twice meself..bugs galore at the very start..didnt make it back under the overpass b4 it all went haywire...
Number 1 was fine, hope the bugs can be fixed and a new one ready to be downloaded soon ;} Remove | Alert Edit | Reply | Reply With Quote | Top
SuperDave (26 posts)
Aug-16-01, 03:15 PM (EST) 6. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Hmmm...Now that really is strange.You say after a second unpack the GP-38s are now Back-to-Back? That IS unusual, as the program is designed for them to be (as you put it) "elephant-syle".... back to the drawing board (a.k.a. Activity Editor ...)Thanks for the Info ... Dave Remove | Alert Edit | Reply | Reply With Quote | Top
SuperDave (26 posts)
Aug-16-01, 01:10 PM (EST) 4. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Greetings All,Thanks for letting me know there's a problem with Episode 2. I hadn't heard of any problems with Episode 1 ('til now).I'm trying to figure out what the problem may be with Episode 2(but, it's tough to troubleshoot when it's working on my system ...). I may have "overtasked" the program's tracking or database by placing too many reverse points in the path or assigned too many cars to the "pickup" or "Drop" activities. Too many AI trains and/or Popups may also be the source. Or, there is a problem at packaging.Anyway, I'm going to try to construct a "slimmer" version, but try to retain the original objectives.Please post (or e-mail) me with anything that might help figure this one out; I certainly want to make this one work.Thanks, Bob, for starting this post and for all your patients.Dave (Activity Author) Remove | Alert Edit | Reply | Reply With Quote | Top
dcrano (9 posts)
Aug-16-01, 02:12 PM (EST) 5. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Just for added info here!I had no problems with either part 1 or part 2 ran them back to back. Great activities, enjoyed them very much. System:PIII 550
256 meg memory
Promise Ultra100 controller
3DFX VooDoo 3000Res set at 1024x768 (16bit)
Graphics in MSTS set at 3/4.
All locos have Physics 2.1 UpDate.
All rolling stock and power have coupler break set up to 5.1Again both ran fine, about the only difference I noticed between them is Part 2 had a whole lot more disk access then Part 1.Thanks for a couple great activities, very enjoyable to run!!!If you need any more info on system or what ever let me know!!Don
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Dokkensound (63 posts)
Aug-16-01, 07:00 PM (EST) 8. "RE: Whitefish Local Episode 1 and Episode 2 problems?" OK Now I'm confused. I had created an Activity Series Called Whitefish Local about 2 months ago. I created and posted Whitefish Local 1 and 2 about a month and a half ago. 3 and 4 went up around 3 weeks ago. I take from Superdaves post that he has also started doing a Whitefish Local Series. I have had no reported problems with 1 and 2 that I created at all. Which of the 2 are these posts refering too?
R. Easterday (DokkenSound)
"But these go to "11""
Spinal Tap Remove | Alert Edit | Reply | Reply With Quote | Top
ergobob (298 posts)
Aug-16-01, 08:05 PM (EST) 9. "RE: Whitefish Local Episode 1 and Episode 2 problems?" No, no, these are two new ones called Episode 1 and Episode 2 and are came out last week by Dave. The other four are different. Remove | Alert Edit | Reply | Reply With Quote | Top
blattan (8 posts)
Aug-16-01, 05:36 PM (EST) 7. "RE: Whitefish Local Episode 1 and Episode 2 problems?" I installed and completed episode 1 with no problems. However, there were quite a few overwrites that I said "no" to. I enjoyed the activity. Thanks for designing it.I installed episode 2 with no overwrites requested. When I started episode 2, the locomotives were elephant style. I got out of the service area, over to the westbound main and was proceeding to the west yard switch when MSTS crashed. I had been in external view 2 (or 3), but just prior to the crash, I had switched to yard (7 key) view and had scrolled down to the west yard switch waiting for the locomotives to show up.Is it possible that moving too far from your consist, in this case the locomotives, causes a problem?Bert
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SuperDave (26 posts)
Aug-16-01, 08:54 PM (EST) 10. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Bert ...Good question (as to the Locomotives). I'm still puzzled as to why (in an earlier post from Don) the locos went from "elephant-style" to "back-to-back". Makes me think there's a corruption in the Player's Consist (the two engines). I'm working on a "rebuild" to see if I can spot any particular causes.Something else ODD that I noticed (for anyone building activities), when I started the new version I only placed the Player's Service (locomotives and path); then ran the sim. I noticed that the speed limit (in the Route Monitor) in the yard went to 15 mph. I went back to the editor to adjust a reverse point (that's all I did) -- then, when I ran the sim again the speed limit in the yard indicated 60 mph. I'm not suggesting this is a cause for the problems, but it says something for the instability of the editor ('nuf said there).To R. Easterday -- Sorry for any confusion between your sims and mine. I was developing my series at about the same time as you, but named my Whitefish Local 2081, Episodes 1 & 2 (hoping to avoid confusion).Again, guys ... sorry for any inconvenience this latest Episode has caused. I guess I may be over-tasking the sim -- but, I want to make activities a little more interesting than the defaults. But it's difficult to know just where to draw the line.Dave Remove | Alert Edit | Reply | Reply With Quote | Top
Dokkensound (63 posts)
Aug-16-01, 10:53 PM (EST) 11. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Thanks Dave, Freaked me out for a second. Dave just a quick one I learned the hard way that may be related. I had been playing around just after finishing whitefish 3 (my version) and modified my consist of 2 gp-38's. When I later started on #4 and changed it back and then used it as a template for a new consist the locmotive ended up being player 0-1 and 0-4 instead of 0-1 and 0-2 like in the earlier consist for episode #3. The result was that if they unpacked #3 and played it then unpacked #4 it all worked fine but if the did both at once or backwards then one or the other had an incorrect workorder. I had to go back and delete and then recreate the consist to make them the same.
Just thought that info might help.
R. Easterday (DokkenSound)
"But these go to "11""
Spinal Tap Remove | Alert Edit | Reply | Reply With Quote | Top
jtousign (28 posts)
Aug-16-01, 11:01 PM (EST) 12. "RE: Whitefish Local Episode 1 and Episode 2 problems?" So strange but I started Episode 2 tonight and
it works fine without any crashes or bugs!!!
maybe my Windows 2000 found the clue by itself.
Anyway It use to do with any problematic softwares.
jean
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woeper (17 posts)
Aug-17-01, 09:48 AM (EST) 13. "RE: Whitefish Local Episode 1 and Episode 2 problems?" I've had no problems with episode 1, but with no.2 several crashes. The only thing i've noticed that it was every time when there is a lot to calculate for the cpu. (Many other trains.)
I'm glad that it's in the activity, I thought it was my computer.By the way are there more users with the same problem? when MTST has a fault you get the report screen, Send, don't send.
When i say send my system crashes. Remove | Alert Edit | Reply | Reply With Quote | Top
Boweavel (140 posts)
Aug-17-01, 11:32 AM (EST) 14. "RE: Whitefish Local Episode 1 and Episode 2 problems?" I too have loaded the new second one..no problewms except for the microsoft sen/dont send msg pops up right at the start but stay's hidden under the game..so i still get to cruise around...
other problem is it wont quit ie press escape..nothing happens..
Derail..nothing happens, i find i have to use the ctrl/alt/del to get out, but just as it switchs to that..up pops the snd/dntsnd buttons..i press dont send..and the game folds up and vanishs..leaving me with nothing to disable on the task manager, and a game to reboot !!! ;} :}still a sweet map ;} Remove | Alert Edit | Reply | Reply With Quote | Top
ergobob (298 posts)
Aug-17-01, 11:37 AM (EST) 15. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Yes, we are all getting similar stuff with both Episodes and with the Send error screen.bob Remove | Alert Edit | Reply | Reply With Quote | Top
davy (17 posts)
Aug-24-01, 05:30 PM (EST) 17. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Same here. Both the activity and Microsoft aren't worth a damn. Remove | Alert Edit | Reply | Reply With Quote | Top
davy (17 posts)
Aug-24-01, 05:28 PM (EST) 16. "RE: Whitefish Local Episode 1 and Episode 2 problems?" I've had many problems with Episode 2. It's a BUMMER. Just about every time I get an ALERT MESSAGE the damn thing comes up with Microsoft alert message which doesn't work worth a damn either. Then MSTS crashes. Delete the activity is the best thing to do. Remove | Alert Edit | Reply | Reply With Quote | Top
ergobob (298 posts)
Aug-24-01, 08:08 PM (EST) 18. "RE: Whitefish Local Episode 1 and Episode 2 problems?" Episode 2 is a great Activity but it has so many AI trains that it is crashing systems - mine too. Ernst, the author, is going to release a revised version with fewer AI trains which I am beta testing.bob Remove | Alert Edit | Reply | Reply With Quote | Top
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