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And you could include description how to run scenarios from workshop :
(the code unpacks all workshop items and install them in place into railworks game directory as a standard/career scenario - didn't test workshop routes yet)
sorry for poor coding : ) but it works : )
I'm not sure if timezone settings could be a problem with the .ap files or the workshop files? There are after all people from all over the world using the workshop to upload stuff, and those files might have different timezones?
For reference, here are the relevant sections of the unzip command man page:
and
But it's better to overwrite (not update) files - and moving files between windows and linux was always a little tricky
for example a few workshop scenarios have creation date in 1979 (so they will not update anything newer than 1979)
for compatibility best options is to NOT use -u
but when you have hundreds of DLCs and Workskop items confirm everything could be annoying.. and "-u" option is convenient (when you know about its limitations)
I still think that this is only temporary solution - fixing this in Proton engine should be easy : ) this is just one function missing (or poorly implemented) - we should test if this is needed after each new version of Proton and update this guide when this bug will be fixed
Maybe the best way is to mention those -o and -u options in the guide, with a good explanation on what those options do, so the user can decide for themselves what’s best for their use-case.
I'm still a bit foggy on the -u option though, so I'm unsure what the correct explanation would be there.
I agree with you though, this is getting complicated; you need to find and unzip .ap files, then find and unzip workshop files. And then when things update, you need to do the whole lot of operations yet again.
It would be much better if Proton figures all of this out itself, or if Proton uses the correct libraries to process these files within the game.
Testing if this whole shebang is still needed after updates would be a good thing to do.
on my limited set of DLSs (mosty US mountain routes: Canadian Mountain Passes, Stevens Pass, Marias Pass, Feather Canyon, Donner Pass, Cajon Pass, Sherman Hill, Soldiers Summit plus a lot of related locomitives):
deduplication stats divided into routes and assets:
However, are we sure that those duplicates can be safely removed?
Does the game really only use one copy of each file?
deleting files will break the game for sure - but replace duplicates with hardlinks should be safe (and save a lot of space)
But this is definitely in the realm of advanced user stuff, so we might put your script in the guide, but mention its for advanced users only, and to be very careful not to delete other files.
Take the flist utitily (has a GUI interface) for example:
when using the find function recursiviely on ~/.steam/steam/steamapps/common/RailWorks it went out of the “confinement” and into other directories… So it listed files which were above the folder Railworks in the file-tree. So it's easy to accidentaly convert more than what you wanted.