openBVE 1.5.0 RC1 - BUGS

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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Fri Nov 30, 2018 12:06 pm

https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2018-11-30.zip

Should have fixed that.
I *don't* think there are any side effects, but stand to be corrected on that one......

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Re: openBVE 1.5.0 RC1 - BUGS

Post by graymac on Fri Nov 30, 2018 12:27 pm

Seems to work - haven't found any side effects just yet Positive
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Re: openBVE 1.5.0 RC1 - BUGS

Post by graymac on Fri Nov 30, 2018 1:44 pm

Ooops, just found a wobbly!!
Piece of track is rendered very oddly! (it's TrackGen generated and several other sections all rendered the same and all are normal within the program)

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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Fri Nov 30, 2018 3:05 pm

Goes away to swear repeatedly Razz

Build should update itself in 5 mins or so, after which we should hopefully be good. (Famous last words I know....)
Unfortunately though, I'm now going to work, so the change isn't as well tested as I'd like, although it's just mirroring what the main sim does.....

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Re: openBVE 1.5.0 RC1 - BUGS

Post by graymac on Fri Nov 30, 2018 4:48 pm

That seems to have fixed it. Fingers crossed!!!
(sorry about the swearbox, mine's pretty Bally feckin' full too).
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Re: openBVE 1.5.0 RC1 - BUGS

Post by HijauKuda on Fri Jan 18, 2019 8:19 pm

Sir Chris Lees
I did download and run your new program of the day 16 January 2019.
It does load and then the route and the train.
When I do key F4 to the external view
it does the flip with everything displaying the up side to the down side?
Good day and night for you
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Sun Jan 20, 2019 1:25 pm

Typo, fixed Sad

Hadn't spotted this because it only affects second half of the first camera motion onwards, so if just watching the start of the first F4 view, it looked just fine.....

(The things on little missing minus sign will do)

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Re: openBVE 1.5.0 RC1 - BUGS

Post by HijauKuda on Sat Feb 02, 2019 7:15 pm

Sir Chris Lees
I did download and run your new program of the day 31 January 2019.
Main program does load the route and the train, and the key F4 now does view correctly.
I do thank you.

Though when I now do use the objectviewer.exe this error now does then happen
"The file extension is not supported: C:\.....animated"
This is with any of .animated I do try, and the .csv does also seem to have the problem.
Do try this, am I the only user of this problem?

Good day and night for you
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Sat Feb 02, 2019 10:58 pm

A little bit of both I think Smile
That took a little chasing.

A recently fixed issue in Object Viewer was some unintended behaviour and a potential crash if we attempted to load a file with no extension at all.
That worked perfectly, but due to an oversight this code didn't work with mixed case file extensions, e.g:

.Animated - Broken
.animated - Working correctly
.CSV - Broken
.csv - Working correctly

Should now be fixed.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by HijauKuda on Sun Feb 03, 2019 3:21 pm

Sir Chris Lees
I did download and run your new program of the day 2 February 2019.
Program does load the route and the train correct,
and the F4 now does view correct,
and the objectviewer.exe now does screen the animated and the csv correct
I did not before think to try the letter casing possiblities of the animated and the csv
Your program repair is good now for me
Good day and night for you
Hijau

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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Thu Feb 07, 2019 11:32 pm

I tried building a test route with BlockLength set to 5, it worked out nicely in RouteViewer, but when I load it in openbve itself, there's nothing but skybox with train floating in it Laughing Can provide a route file if needed.
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Fri Feb 08, 2019 10:55 am

Delsin wrote:I tried building a test route with BlockLength set to 5, it worked out nicely in RouteViewer, but when I load it in openbve itself, there's nothing but skybox with train floating in it  Laughing  Can provide a route file if needed.

Please.

I've just tried BlockLength set to 5 on a couple of existing routes, which whilst causing some fun graphical glitches with rails and walls, appears to work as designed.

This suggests it's something interesting you've done, and it's much easier to figure this out with a sample.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Fri Feb 15, 2019 4:21 pm

Got to it a week later, sorry Laughing
https://www.dropbox.com/s/ejz1psc39grrdnt/testroute.zip?dl=0
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Sat Feb 16, 2019 11:11 am

Fixed in today's build.

TLDR:
The main program uses charset auto-detection to decide whether a file is SHIFT_JIS, ASCII etc, but the viewers do not.
Sometimes this goes wrong, and the object fails to load, as it's read in as gibberish.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Mon Feb 18, 2019 12:17 am

Thanks!

This build has a new one though, apparently camera moves together with the first bogie of a car instead of a car itself in the F3 view.
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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Sun Mar 10, 2019 4:51 pm

I tried to use CarXMLConverter on one of my trains and it crashes while loading extensions.cfg, creating only panel and sound files. (I use child XML files mode). The train has bogie models specified, that might be the reason since it works fine on trains without them.
Also, it uses commas as decimal points, messing up some values, example:
Code:
<DriverPosition>0,2,46,2,8</DriverPosition>
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Fri Mar 15, 2019 3:19 pm

Delsin wrote:I tried to use CarXMLConverter on one of my trains and it crashes while loading extensions.cfg, creating only panel and sound files. (I use child XML files mode). The train has bogie models specified, that might be the reason since it works fine on trains without them.
Also, it uses commas as decimal points, messing up some values, example:
Code:
<DriverPosition>0,2,46,2,8</DriverPosition>

Been away all week, so only just got to this, sorry Sad

Can reproduce the comma issue, have fixed in today's build.

Can't reproduce the first at the minute though- Bogies definitely work fine.
Might be related to the comma issue though, so please try todays first, and if not it'll be much easier if I can see the text of the extensions.cfg file.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Sat Mar 16, 2019 3:40 pm

No problems, we all have these times when you can't even reach bve to at least just play Wink

Update: the error still occurs

While checking the new build out, found another one. That seems to happen to routes affected by the previous charset bug. When I open it in RouteViewer, it loads correctly, but when I try to update it with F5, an "Invalid Parameter" (or something like that) error pops out and I'm stuck with just a background sphere. Loading the route again via F7 after will result in the same error. However, if I don't touch F5 and always reload the route with F7, it works fine.


Last edited by Delsin on Mon Mar 18, 2019 8:30 pm; edited 1 time in total
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Sun Mar 17, 2019 9:00 pm

Nailed both, thanks Smile

Route Viewer:
Issue with the texture generated on reload (The bitmap was being disposed of prematurely, & the old texture loading code was masking this)

CarXMLConvertor:
Issue with cars with reversed bogies using an incorrect indexer.....

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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Mon Mar 18, 2019 9:12 pm

Thanks!
Gave it a test - works, but it flips bogies, all the data of the front bogie gets specified as a RearBogie and vice versa.

A bit unrelated question - what does the difference between normal and Driver power/brake notches do? Seems like a long-awaited proper rheostatic/serial-parallel control implementation, but don't see any means of linking handle to the "camshaft" yet. And I'd like to see a list of all XML parameters supported, this feature lacks documentation (or I didn't find it Laughing )
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Re: openBVE 1.5.0 RC1 - BUGS

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