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openBVE 1.5.0 RC1 - BUGS

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Manuel18
Delsin
S520
Phonteus Nevolius
theflyingoreo
parker78
graymac
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leezer3
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Quork
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SysVR
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openBVE 1.5.0 RC1 - BUGS - Page 15 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by parker78 Sat Jun 02, 2018 8:31 am

Hello ,

I am parker78 in version 1.5.3.3.
My problem is the same: https://bveworldwide.forumotion.com/t1351-joystick-control
apparently there is no problem, but my joystick is not recognized
Thank you

Log:

openBVE Log: 15/05/2018 17:01:11

17:01:14  Loading route file: C:\Program Files (x86)\openBVE\UserData\LegacyContent\Railway\Route\Network West Midlands 2011 preview\2006-2010\05.13 [150] Whitminster-Riverside 3car local 2006.csv
17:01:14  C:\Program Files (x86)\openBVE\UserData\LegacyContent\Railway : Railway folder found.
17:01:14  Route file format is: CSV
17:01:29  Route file loaded successfully.
17:01:29  Loading player train: C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter
17:01:29  a0 in section #ACCELERATION is expected to be greater than zero at line 10 in file C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter\train.dat
17:01:29  a1 in section #ACCELERATION is expected to be greater than zero at line 10 in file C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter\train.dat
17:01:29  v1 in section #ACCELERATION is expected to be greater than zero at line 10 in file C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter\train.dat
17:01:29  v2 in section #ACCELERATION is expected to be greater than zero at line 10 in file C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter\train.dat
17:01:29  The #ACCELERATION section defines 8 curves, but the #HANDLE section defines 7 power notches in C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter\train.dat
17:01:29  Loading train panel: C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter\panel2.cfg
17:01:31  Train panel loaded sucessfully.
17:01:31  Loading train plugin: C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\Cl153_openbve_2_voitures_exter\UKSpt.dll
17:01:31  Train plugin loaded successfully.

Openbve crash:

12/03/2018 12:07:44
OpenBVE 1.5.3.1 Crash Log
Program is running on the Windows backend
Current screen resolution is: Windowed 1600px X 900px
Current routefile is: C:\Program Files (x86)\openBVE\UserData\LegacyContent\Railway\Route\Victoria Line\OpenBVE - 1967 (Manual) Walthamstow Central to Vauxhall - Copy.csv
Current train is: C:\Program Files (x86)\openBVE\UserData\LegacyContent\Train\LT1967
Current train plugin is: os_Ats1.dll
8 file(s) not found
23 error(s), 1 warning(s)
The current routefile caused the following exception:
System.IndexOutOfRangeException: L'index se trouve en dehors des limites du tableau.
   à OpenBve.MainLoop.ProcessKeyboard()
   à OpenBve.OpenBVEGame.OnRenderFrame(FrameEventArgs e)
   à OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   à OpenTK.GameWindow.DispatchRenderFrame()
   à OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   à OpenBve.MainLoop.StartLoopEx(MainDialogResult result)
   à OpenBve.Program.Main(String[] args)   à System.Environment.GetStackTrace(Exception e, Boolean needFileInfo)
   à System.Environment.get_StackTrace()
   à OpenBve.Program.Main(String[] args)
Current program memory usage: 192,23mb
System memory free: 12753mb

parker78

Posts : 16
Join date : 2017-07-07

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Post by leezer3 Sat Jun 02, 2018 10:43 am

I can't see anything immediately wrong, sorry Sad
I've got two gamepads (Xbox 360, random Chinese thing), a joystick (unbranded) and a RailDriver here, all of which appear to work correctly.

What is your joystick model?

The Victoria line isn't crashing for me either.

leezer3

Posts : 1955
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Post by parker78 Sat Jun 02, 2018 1:21 pm

Thank you for this quick response .
My joystick is a T.flight stick X
basic and worked fine in previous version

parker78

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Post by leezer3 Sat Jun 02, 2018 11:21 pm

Try this, I think I've squashed it:

https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2018-06-02.zip

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Post by parker78 Sun Jun 03, 2018 8:38 am

the joystick is still not recognized. ????

parker78

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Post by Quork Sun Jun 03, 2018 1:25 pm

Is it still recognised by the system itself?
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Post by parker78 Sun Jun 03, 2018 3:53 pm

Hi!
by windows 7 yes. it worked well before the update

parker78

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Post by graymac Sun Jun 03, 2018 5:07 pm

I'd be wondering about drivers for the joystick device??
graymac
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Post by parker78 Sun Jun 03, 2018 6:27 pm

Hi,
the joystick works well with other simulations. I had the same problem in July 2017:
https://bveworldwide.forumotion.com/t1351p25-joystick-control
What is strange is that I am apparently the only one with this problem.
This problem is recurring after an update

parker78

Posts : 16
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Post by leezer3 Sun Jun 03, 2018 7:41 pm

I don't think the two problems are related per-se, just co-incidental.

Please try resetting the control assignments (one or two will do to test) with the build I linked above & see if that helps.
I'd also like to know whether the controls menu correctly shows the joystick movements?
Trying a button as opposed to an axis might also tell us something.

The only other thing I can think of off the top of my head is that openBVE has never handled multiple joysticks particularly well.
If more than one is connected to the PC, the numbering is somewhat arbritary, and it only polls by number.
Must try and do something about that...

leezer3

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Post by parker78 Mon Jun 04, 2018 10:00 am

Oops, today I'm ashamed, it's been 30 years that I do computer science, I suddenly feel very very old.
You just had to disconnect the joystick and reconnect it on another usb port so that it reinstalls the drivers.
I thank you all for your help, I was stupidly locked in my certainties.

parker78

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Post by graymac Mon Jun 04, 2018 10:24 pm

graymac wrote:I'd be wondering about drivers for the joystick device??

bounce bounce bounce
Don't worry, you're not the first one to get the Homer Simpson "Genius" Award - doh!

openBVE 1.5.0 RC1 - BUGS - Page 15 Shirt10
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Post by parker78 Tue Jun 05, 2018 1:21 pm

I feel less lonely now Very Happy

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Post by theflyingoreo Mon Jul 09, 2018 5:19 am

Hi Chris

Was wondering if you could possibly see what you can do here.

On the HK MTR South Island Line route from

https://hkrailsimcentre.weebly.com/3633532171.html

I seem to get an error_critical_file error message in the latest stable build from the site however it will load fine in an older version (1.4.2.0)

I suspect it could be train related as the route will load up fine when other trains except the default are selected. Any assistance is appreciated

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Post by leezer3 Mon Jul 09, 2018 11:48 am

It's the train, and it's nastily broken.

1.4.3 (The last version from Michelle / Odakyufan) crashes here, and I'm marginally surprised that 1.4.2 works. Haven't got a copy of 1.4.2 to hand otherwise I'd test that too Razz

https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2018-07-09.zip

That fixes most of the issues. The only issue now is that the panel is broken, but if as I suspect this would have never worked on BVE1 / BVE2 (Will test at some stage this week), I'm not inclined to fix it; They seriously need to clean up the mess in this train.

Breakage details (Lots of them!):
The problem causing the crash is that it supplies a panel.animated file, but all the objects referenced in this panel.animated file are missing.
The loader doesn't like this, and everything crashes.
This will be fixed in the next build- Cheers.

Disabling this falls back to trying the panel.cfg file.
This is empty, so it then finally falls back to using panel.bmp
This is also broken, and I can't see that it would have ever worked in BVE1 / BVE2 as the dimensions / transparency setup are completely off.

It's also using a nasty mix of Unicode and ASCII file encodings, which are unhappy on some systems- I think anything using Asian charsets would probably work, but are causing issues on my main development box.

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Post by theflyingoreo Mon Jul 09, 2018 11:54 am

leezer3 wrote:It's also using a nasty mix of Unicode and ASCII file encodings, which are unhappy on some systems- I think anything using Asian charsets would probably work, but are causing issues on my main development box.

Hi Chris

Thanks for following up on this one. For the route and train, I believe you have to change the encoding under the settings tab for the route and train to Chinese Tradtional Big 5.

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Post by leezer3 Mon Jul 09, 2018 12:09 pm

I count the following from a brief dive into the train: Razz
UTF-16 LE with BOM
UTF-8 with BOM
ANSI
Big5

Anyway, the build linked above *should* now work on all systems without any need to change anything in the settings tab Smile

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Post by Delsin Wed Jul 25, 2018 9:41 pm

Tried the latest build. TrainEditor is messing something up in train.dat now so that neither the openbve itself (returns to the start menu after the loading screen) nor the train editor can open it. Only removing "1.5.3.4+" settings in it manually via notepad helped.

Also, while having train.xml with separate xmls for each car, checking the formation with Ctrl+B (brake debug mode) results in having a formation different than what's specified in train.xml, hmmm  Question
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Post by leezer3 Thu Jul 26, 2018 11:49 am

I can reproduce and have fixed #1 (Trains with no loco brake set), but not #2.

Any chance of a minimal copy of the train I can fiddle with?
Don't need cabview, sounds etc.

It's going to be something like a mismatch in the number of cars specified in the XML vs. the train.dat or something funny like that Sad

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Post by Delsin Thu Jul 26, 2018 6:48 pm

the train affected, Japanese 583 (which I'll probably finish someday Very Happy)
https://www.dropbox.com/s/qhgiq01v8dro5b8/583.zip?dl=0
removed sounds and cab, some basic car object remains so that XMLs won't refer to nothing. Thanks for the response Wink
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Post by leezer3 Fri Jul 27, 2018 2:03 pm

Found- This one had fallen into an unimplemented feature gap Sad
Brake systems are on the long list of stuff which needs to be decoupled from the train.dat and the assumptions made there.

TLDR:
openBVE currently defines two types of brake types (as opposed to control systems) for a car:

  • Main- All motor cars are of this type, and contain an air compressor.
  • Auxiliary- All trailer cars are of this type. No air compressor.


Moving the motor cars in the train.xml doesn't change the brake type, which was somewhere between an oversight and a feature Very Happy
We don't really want the presence of an air compressor / or otherwise to be coupled to it being a motor car.

Today's build adds control of the brake system parameters to a new node, including a bunch of variables which were previously fixed (Charge rates etc.)
All numbers expressed within this are in pascals / second at present.

Some testing of this has been done, but it's by no means extensive.

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Post by Delsin Fri Jul 27, 2018 7:48 pm

Thanks Very Happy I think settings for motors and compressors should be separated, as there are trains with compressors on either motor cars, trailers, or just a few cars within formation without regard for if it's powered or not.
Actually I remember getting a trailer car with main braking system and a compressor with train.dat only, on a setting like this:
MotorCarCount 2
TrailerCarCount 8
FrontCarIsMotorCar 0

Btw, is there a list of all XML tags availiable as of today?
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Post by leezer3 Fri Jul 27, 2018 10:32 pm

Not at the minute, but IIRC the output from CarXmlConvertor *should* convert anything supported.

I'll try and actually document them, not a big job.

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Post by Delsin Wed Aug 01, 2018 9:53 pm

Tried the latest build. Both the main program and TrainEditor can't open train.dat edited with TrainEditor coming with the build :/

Also, what's the point of having EbHandlesBehaviour in both Properties (2) and Extended Features tabs?
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Post by leezer3 Wed Aug 01, 2018 10:34 pm

That's odd Sad
Something must have gone amiss; The latest build *shouldn't* have touched Train Editor at all....

EbHandleBehaviour being in two places was accidental, I'll fix that, but at some stage in the relatively near future, a good deal of work will be done on the train editor to allow native editing of XML properties and stuff.
What I'd like is to have tabs that automatically reconfigure themselves based upon whether this is a BVE2/ BVE4, openBVE or XML train Smile


Edit:
Working here at the moment with a couple of random trains and playing about with the settings.

Can I see the broken train.dat please?

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