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Mac help-ukdt.dll error

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Post by mac user Wed Mar 28, 2018 9:34 pm

Hi,

I have just downloaded open BVE to a new iMac running OS High Sierra 10.13.

Ive managed to get BVE to work and load up without any issue however when I load a route and train (for example the Edinburgh-Aberdeen route with the HST) a message appears in red at the top of the window saying:

"The train plugin /users/"my name'/openBVE/train/HST/UKDT.dll failed to load
The built-in ATS/ ATC systems will be used instead which may cause issues."

The train cab and route seem to have loaded perfectly but there is no way of starting the trains engine and taking power. Some controls operate (reverser/power/brake/horn) and if I release the brake it will roll a little but I can't actually get the train to properly take power. I have tried following the instructions to fire up the engine etc but it doesn't seem to work.

Does anyone know a way to solve this?

Many thanks in advance.

mac user

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Post by mac user Wed Mar 28, 2018 10:18 pm

EDIT

Have had a further play about and have discovered the trains seem to work however there is very limited sounds-the train wouldn't move in power until departure time but then moved fine. The sound for power kicks in at about 10mph and there are no sounds for the fan loop etc, any ideas?

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Post by leezer3 Wed Mar 28, 2018 10:38 pm

Unfortunately (compared to Windows), train features on a Mac are more limited.

Most trains rely on something called a plugin to simulate AWS, run more advanced motor sounds etc. - In this case, it's UKDT.dll as per the error message you're seeing.

Unfortunately, the majority of these are Windows only for a whole bunch of legacy tecnical reasons.
Depending on the train & how many features are controlled by the plugin, it'll either (hopefully) work reasonably well, but without AWS & similar, or not work properly.

The HST not moving until departure sounds like the doors were still open Wink

http://www.bvecornwall.co.uk/wordpress/br-class-52-western/

The Western will work correctly if you select it as an alternative as it uses a multi-platform plugin, but I dunno without testing how well it'll keep to the timings Smile

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Post by mac user Wed Mar 28, 2018 10:46 pm

Many thanks for the reply. 

Is there a way of altering how the sound files are read then as far as you know? For example getting the loop sound to work by renaming it etc? I understand the AWS etc not functioning properly and that’s not the end of the world but having a play around different sounds seem to work with different trains (on some doors work for example)?

Thanks again.

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Post by SP1900 Thu Mar 29, 2018 2:27 am

Well you can always code a sound.cfg file. I use a mac also and so I have experienced similar problems. So far there’s no solution to it that I have found except recoding the train.dat and sound.cfg
SP1900
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Post by mac user Thu Mar 29, 2018 10:33 am

Many thanks. Are there any good guides you know of to coding hose files on a Mac? Years ago I got quite into editing those files on a PC but it’s been years since I used BVE. The main issue now is getting the loop sound to play, I’ve found a few work arounds for some other sounds.

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Post by SP1900 Thu Mar 29, 2018 1:12 pm

It’s pretty much the same principle. Use TextEdit to open the files and there’s a documentation on openbve-project.net. You won’t really have access to the developer tools, though I managed to get them to work by using winebottler but the coding part is the same.
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Post by leezer3 Thu Mar 29, 2018 1:40 pm

All the developer tools should work OK on a Mac, it's just they don't have fancy wrappers like the main sim Smile

Just extract them somewhere, and run them from the terminal using Mono, e.g.
Code:
mono TrainEditor.exe
That will launch TrainEditor.

I suppose we could add another tab accessed from the left, 'Developer Tools' or something with launch buttons, but I don't like cluttering up the main UI too much if I can help it.

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Post by mac user Thu Mar 29, 2018 4:53 pm

Thanks again for the replies. I had a muck about earlier and as a workaround I’ve found renaming the loop sound ‘klaxon2’ allows you to manually start the loop for the duration and adding the revving noises to the power notch sound is a way around it. Obviously not perfect but gives a similar outcome.

Will play about with it when I get time.

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