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Brno BVE Website

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Post by buckysam Mon Aug 04, 2014 6:19 pm

Forgot to reply earlier. I got it figured out. It didn't work earlier because I had used the jump to station so it didn't work to begin with. It's all good now.  Smile

And is the class 163 supposed to make that high pitched humming when moving?

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Post by Dexter Mon Sep 01, 2014 9:38 am

Hello buckysam, sorry for the late reply.
I am having some health issues right now (not going to dig deeper into that, anyone interested can read the latest blog entry at brnobve).
Yes, all 163s and 362s do have that high pitch sound in them in real life, whenever the throttle is applied. I know it is sort of annoying or maybe even disturbing, but you can verify what I said by playing this video:
All the sounds on Czech locos are 100% authentic (as far as I know) and credit to Vince Black for actually running on the platform alongside the train and recording them! Smile
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Post by Quork Mon Sep 01, 2014 3:18 pm

Ouch. Get better soon! Nerve clampings are nasty stuff. =(
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Post by Dexter Mon Sep 01, 2014 9:12 pm

Indeed they are. Mad   I take those and teeth to be the worst possible kinds of pain on the human body.
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Post by Dexter Fri Oct 03, 2014 12:39 pm

Hello everyone,
I have finally managed to find out what the problem is with the admin page of my website and it looks like I will be able to add content to the site once again. :-) It has been a long time since I have actually touched anything BVE related, but everyone knows the reason, I think. Apart from the back spasms, which have (thank Lord) gone away, me and my wife are having a baby daughter, who seems to be using a vast majority of out free time.
Having her for almost three weeks now, I can safely say the baby does indeed bring something new and very nice into my life. It is a wonderful experience, even if it is a bit challenging at times. What I have to say, though, is that our daughter seems to (with occasional exceptions) understand her parent's needs to sleep during the night and therefore we are able to get a decent amount of sleep. Hope that will not change anytime soon. :-D
I have reviewed my materials for openBVE and I am surprised how close to a next release I have had to stop production. Even if there were not too many reactions to some of y last screens, I still think some people might enjoy taking a ride on First Brno Track, which will now have some new animations and (finally!) a working signalling system. We shall see what more can I add. Good news for everyone could be the special release of a "diesel" version of the route - this will basically be the same route, but without any traction mains. The main reason why I have decided to do this is simple - the traction mains are quite hardware demanding, since they are all realistic and 3D. By removing this particular part of the route, a significant rise of fps can be achieved. That will enable owners of slower PCs to take a ride on the route.
What do you think, is it a good idea?
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Post by vpodhola Sat Oct 04, 2014 6:17 pm

I think it is a very good idea particularly when Czech diesel engines and DMU Regionova are available. On the other hand I hope that the "electric" version will be also available for download.
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Post by Dexter Wed Oct 08, 2014 11:39 pm

It sure will, the "diesel" version of the route will just be an addition for weaker systems. Smile
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Post by jsiren Thu Oct 16, 2014 11:56 am

Congratulations about the baby!

I haven't noticed any problems with the catenary system. My system has a 3.0 GHz Athlon X2 dual core CPU, 4 GB RAM, and a ridiculously weak GeForce 210. The routes don't cause even a full CPU load. What does drop fps, though, is complicated shrubbery along the line. This has been a problem in other routes, as well. Often it has been one repeating object that is complex to render.

Evidence: I get about 30 fps otherwise, but with bushes and trees along the line, it drops to 20.

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Post by Quork Thu Oct 16, 2014 12:56 pm

That is to be expected since vegetation is heavy on transparencies, probably heavier than anything else.
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Post by Dexter Thu Nov 27, 2014 6:51 pm

Hey guys,

finally some progress has been made! I have got a bit of time to construct the route again and this is where I am at the moment. I need to build a village and there we will be with the next release... anyone looking forward to it? Very Happy

Brno BVE Website - Page 11 Apples11

FullRes available on brnobve.
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Post by graymac Thu Nov 27, 2014 7:20 pm

Looking really good!
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Post by Quork Fri Nov 28, 2014 5:28 am

Stunning! Great as always
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Post by MrReset Fri Nov 28, 2014 6:29 am

Dexter wrote: [...] anyone looking forward to it? Very Happy

*lifts hand*
On BVE4 one of my favorite routes!
Even on MSTS many of my favorites routes where from the Czech republic!
And of course the class 810 of the CD ...
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Post by Dexter Tue Dec 02, 2014 12:27 am

Alright, some more progress has been made... for those wondering, yes the wind powerplants will be rotating in the sim. Smile High res picture will be available on brnobve tomorrow, since I am having some connectivity issues to my site now.
Brno BVE Website - Page 11 Wind10
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Post by JimH Tue Dec 02, 2014 8:41 am

Brilliant. Very realistic.

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Post by Dexter Fri Dec 05, 2014 7:06 pm

Alright, the previous screen finally in the resolution it deserves + one new screen to go with it!
Brno BVE Website - Page 11 01
Brno BVE Website - Page 11 02
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Post by Quork Fri Dec 05, 2014 7:43 pm

Stunning =D I love it, and I love to see my tree textures in action =) Well done Dex!

I think you should try and use the forest generator to break up the repetitiveness visible in the first image (especially the yellow thuja shows the regularity, but in motion it would be very noticeable even without that "colour marker", the human eye catches regularities quite fast)
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Post by Dexter Fri Dec 05, 2014 8:03 pm

Believe it or not, but the trees are assigned 1 by 1. The "repetitiveness" is caused by the thuja itself - it has a color tone that is significantly different from the other trees. If I change the color tone, or put another tree, you won't notice anything. Very Happy


Last edited by Dexter on Fri Dec 05, 2014 9:10 pm; edited 1 time in total
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Post by Quork Fri Dec 05, 2014 8:12 pm

Ah okay =D Well then ;-) Great work!
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Post by Dexter Fri Dec 19, 2014 9:28 am

Revealed!
I guess I have finally found why is my route so heavy on hardware. I think it might be myself going to composed-object building... which basically consists of creating several separate csv, which are then being put together in an .animated file. Just tried some tweaking and it seems to be confirmed.
This does make the hardware think hard and here's why: 
1) First round of calculations comes in when creating the csv itself. This is where the object is depicted
2) Second round of calculations comes with the animated file. Using the "position" makes the CPU / GPU recalculate all of the above
3) Third round of calculations comes in when using the .freeobj, since we don't put it to 0,0,0 coordinates...
(there might be more calculations if you use "translateAll" and stuff like that.
So... back to hand writing the objects in csv, unless I need to animate them, of course.
Also, overlapping objects seem to be a problem, as the GPU/CPU has to calculate constantly which is shown and which is hidden. Hence the glitching.
Your thoughts?
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Post by LabRatAndy Fri Dec 19, 2014 11:45 am

Dexter,
Translate, scale, rotate, and shear commands are applied to the object at load time so might slow loading down, I'm not sure that they would affect rendering too much. However I would say that having objects which partly obsure another would slow down rendering, as both would need rendering in full even though only a apart of one could be seen. Also many objects seam to be viewable from all sides even though they can only be seen from the front in game (I know it is possible to use the external camera), meaning all these faces need rendering as well. The time taken to render each non visable / partly visable face might be small but if there a few hundred faces affected then it could soon become quite large.

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Post by Quork Fri Dec 19, 2014 5:35 pm

From what I know, this shouldn't have any negative effects at all. Static positions are pre-calculated and overlapping/intersecting meshes are no problem for modern graphic engines as well. That was different in ye olden days (e.g. the VegaStrike engine still has AFAIK this problem) but IIRC Michelle stated this isn't a problem with OpenBVE's engine at all.
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Post by Dexter Sat Dec 20, 2014 9:21 am

OK, then it must be bigger objects (say 50x50 meters) which are the reason of the slowdown. Erm... start praying for your GPUs. Very Happy
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Post by Dexter Sun Dec 28, 2014 11:22 am

Bad news once again... I am fed up. Evil or Very Mad albino

http://brnobve.eu/?p=2818
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Post by graymac Sun Dec 28, 2014 11:45 am

Sorry you have hardware trouble Dex - it's a right royal pain in the arse I know.
I use a laptop as a backup machine, but that isn't trouble free, the batteries seem to last less than a year.
Bloody machines!!!
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