New OpenBVE Build- Testers Please
+19
Northern Line
VishnuB
Marc Riera
ecreek
lukash
leezer3
Quork
Wodan51
alex_farlie
jsiren
Dexter
LabRatAndy
_sando_
BluesBoy
phontanka
HijauKuda
MattD6R
graymac
ap1991
23 posters
Page 7 of 17
Page 7 of 17 • 1 ... 6, 7, 8 ... 12 ... 17
Re: New OpenBVE Build- Testers Please
Using the u version, the cab now renders properly now. I do get slightly higher frame rates but not so much on NWM. I don't get any trouble with the sound on NWM with it working properly from the start.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
That particular bug is starting to get on my nerves
I haven't touched the audio again, so I get the nasty suspicion that it'll be as a result of the Parallel.For loops somewhere, although I can't see any obvious reasons how just at the minute....
I can't reproduce it at the moment this time though.
Whilst I'd love to believe it's smoother, this shouldn't have made much if any difference, unless there are large numbers of pretrains in the vicinity.
Will do some digging and get back to you. In the meantime, have an updated build:
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1451335.7z
Two changes:
Fixes resizing the window using the window buttons, or by using the maximize key.
Moves build numbering to a more sensible scheme- This now works as follows:
1 - Major revision number
4 - Minor revision number
5 - Build number
1335 - Revision number
The build number is incremented for each day a new build is compiled.
The revision number is the number of minutes since midnight (GMT)
Hence, this build is now 1.4.5.1335
Sorry if this causes any confusion, but I should have done this when I first started doing builds.....
Cheers
Chris Lees
http://www.bvecornwall.co.uk
I haven't touched the audio again, so I get the nasty suspicion that it'll be as a result of the Parallel.For loops somewhere, although I can't see any obvious reasons how just at the minute....
I can't reproduce it at the moment this time though.
Whilst I'd love to believe it's smoother, this shouldn't have made much if any difference, unless there are large numbers of pretrains in the vicinity.
Will do some digging and get back to you. In the meantime, have an updated build:
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1451335.7z
Two changes:
Fixes resizing the window using the window buttons, or by using the maximize key.
Moves build numbering to a more sensible scheme- This now works as follows:
1 - Major revision number
4 - Minor revision number
5 - Build number
1335 - Revision number
The build number is incremented for each day a new build is compiled.
The revision number is the number of minutes since midnight (GMT)
Hence, this build is now 1.4.5.1335
Sorry if this causes any confusion, but I should have done this when I first started doing builds.....
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
I tried the 0700 [220] Maybank-Hammerwich XP route with the Trainsimcentral 4 car Cross-Country Voyager in build 1.4.5.1335 with default settings. The sounds played without problems.
Seems that there's something major going on with the joystick code; replacing controls.cfg with an older version (with joystick settings) caused the aforementioned combination to simply hang at loading train 22.7%. No error messages.
Seems that there's something major going on with the joystick code; replacing controls.cfg with an older version (with joystick settings) caused the aforementioned combination to simply hang at loading train 22.7%. No error messages.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
I don't *think* that freeze was joystick related.
This was reported back at the beginning of the thread- There's something timing related somewhere that seems to stick, which I can't find or reproduce at all.
I get the nasty suspicion that you'll not see it again for 10s or 100s or route loads.
It's the same thing with a bug I'm chasing on Windows at the minute, where I'm seeing no loading screen text, and in-game text is missing. Everything shows perfectly in the debugger, but it's just not rendering...
Whilst it's very possibly I've caused it, I haven't touched joystick handling at all again
On the plus side, I fixed 88 compiler warnings this evening. (Sadly, they're all a case of using triple slashes instead of double-slashes to denote comments )
Edit:
New build- 1.4.5.1429
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1451429.7z
Changes:
Mousegrab camera motion now works.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
This was reported back at the beginning of the thread- There's something timing related somewhere that seems to stick, which I can't find or reproduce at all.
I get the nasty suspicion that you'll not see it again for 10s or 100s or route loads.
It's the same thing with a bug I'm chasing on Windows at the minute, where I'm seeing no loading screen text, and in-game text is missing. Everything shows perfectly in the debugger, but it's just not rendering...
Whilst it's very possibly I've caused it, I haven't touched joystick handling at all again
On the plus side, I fixed 88 compiler warnings this evening. (Sadly, they're all a case of using triple slashes instead of double-slashes to denote comments )
Edit:
New build- 1.4.5.1429
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1451429.7z
Changes:
Mousegrab camera motion now works.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Download link for build 1.4.5.1429 redirects to Wordpress front page, http://www.bvecornwall.co.uk/wordpress/
You're right, I couldn't reproduce the freeze.
On another note, I mentioned that AWS seems to acknowledge itself. This only happens with the replacement controls.cfg, containing joystick controls, not with the default one.
You're right, I couldn't reproduce the freeze.
On another note, I mentioned that AWS seems to acknowledge itself. This only happens with the replacement controls.cfg, containing joystick controls, not with the default one.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
Link fixed- Capitalisation issue......
Any chance of your controls.cfg file please?
I have a nasty suspicion that it's probably using a joystick index other than 1, which would also explain why it's not showing in the configuration window. (I limited it to the first joystick to work around an infinite repeat issue, but this may well have been a mistake....)
Chris Lees
http://www.bvecornwall.co.uk
Any chance of your controls.cfg file please?
I have a nasty suspicion that it's probably using a joystick index other than 1, which would also explain why it's not showing in the configuration window. (I limited it to the first joystick to work around an infinite repeat issue, but this may well have been a mistake....)
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
You're right, it's using index 0. Here are the relevant lines:
SINGLE_FULLAXIS, joystick, 0, axis, 1, 1
SINGLE_EMERGENCY, joystick, 0, button, 4
REVERSER_FULLAXIS, joystick, 0, axis, 3, -1
DOORS_LEFT, joystick, 0, hat, 0, 5
DOORS_RIGHT, joystick, 0, hat, 0, 5
SECURITY_S, joystick, 0, button, 6
SECURITY_A1, joystick, 0, button, 8
SECURITY_A2, joystick, 0, button, 0
SECURITY_F, joystick, 0, button, 7
SECURITY_G, joystick, 0, button, 5
(This is from a version where something went wrong assigning the door buttons; the hat got stuck somehow, therefore both doors are assigned to the same control. They should be assigned to two different buttons anyway, not the hat.)
SINGLE_FULLAXIS, joystick, 0, axis, 1, 1
SINGLE_EMERGENCY, joystick, 0, button, 4
REVERSER_FULLAXIS, joystick, 0, axis, 3, -1
DOORS_LEFT, joystick, 0, hat, 0, 5
DOORS_RIGHT, joystick, 0, hat, 0, 5
SECURITY_S, joystick, 0, button, 6
SECURITY_A1, joystick, 0, button, 8
SECURITY_A2, joystick, 0, button, 0
SECURITY_F, joystick, 0, button, 7
SECURITY_G, joystick, 0, button, 5
(This is from a version where something went wrong assigning the door buttons; the hat got stuck somehow, therefore both doors are assigned to the same control. They should be assigned to two different buttons anyway, not the hat.)
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
I have now tested the "u"-build and the all-new 1.4.5.1429-build. The result:
* I can hear the horn on pressing the return key inside the in-game menu if "resume simulation" has been selected.
* On my Linux/LXDE system keypad enter does not work as long as SDL2 is installed (Insert however works./No keyboard problem without SDL2.)
* The problem with the stuck keys is gone since the first "t"-build.
Because there was some discussion about the frame rate, I have tested that, too. The result is quite interesting (VSync has always been "on"):
* On Windows 8.1, I have "Ctrl+X" 30-45 fps @ 1024/768 in full screen mode on Windows. Fps is relatively stable, frames are displayed smoothly.
* On Linux/LXDE with SDL2 installed I have "Ctrl+X" 60 fps @ 1024/768 in full screen mode. Fps is relatively stable, frames are displayed smoothly.
* On Linux/LXDE without SDL2 installed I have "Ctrl+X" 75++ fps @ 1024/768 in "full" screen mode. Fps is jumping around wildly, but frames are displayed smoothly. ("Full" screen means here that OpenBve runs in a maximized window instead of true full screen and "forgets" to restore the original resolution on my screen when I quit the game.)
By the way, Chris, could you please restore the original OpenBve icons (main menu / loading screen etc.) -- the look a bit better than the current ones. Thank you.
* I can hear the horn on pressing the return key inside the in-game menu if "resume simulation" has been selected.
* On my Linux/LXDE system keypad enter does not work as long as SDL2 is installed (Insert however works./No keyboard problem without SDL2.)
* The problem with the stuck keys is gone since the first "t"-build.
Because there was some discussion about the frame rate, I have tested that, too. The result is quite interesting (VSync has always been "on"):
* On Windows 8.1, I have "Ctrl+X" 30-45 fps @ 1024/768 in full screen mode on Windows. Fps is relatively stable, frames are displayed smoothly.
* On Linux/LXDE with SDL2 installed I have "Ctrl+X" 60 fps @ 1024/768 in full screen mode. Fps is relatively stable, frames are displayed smoothly.
* On Linux/LXDE without SDL2 installed I have "Ctrl+X" 75++ fps @ 1024/768 in "full" screen mode. Fps is jumping around wildly, but frames are displayed smoothly. ("Full" screen means here that OpenBve runs in a maximized window instead of true full screen and "forgets" to restore the original resolution on my screen when I quit the game.)
By the way, Chris, could you please restore the original OpenBve icons (main menu / loading screen etc.) -- the look a bit better than the current ones. Thank you.
Last edited by _sando_ on Fri Nov 20, 2015 6:40 pm; edited 1 time in total
_sando_- Posts : 11
Join date : 2015-10-31
Location : near Munich, Germany
Re: New OpenBVE Build- Testers Please
Okay. I changed the joystick index to 1, as in
SINGLE_FULLAXIS, joystick, 1, axis, 1, 1
SINGLE_EMERGENCY, joystick, 1, button, 4
REVERSER_FULLAXIS, joystick, 1, axis, 3, -1
DOORS_LEFT, joystick, 1, button, 2
DOORS_RIGHT, joystick, 1, button, 3
SECURITY_S, joystick, 1, button, 6
SECURITY_A1, joystick, 1, button, 8
SECURITY_A2, joystick, 1, button, 0
SECURITY_F, joystick, 1, button, 7
SECURITY_G, joystick, 1, button, 5
SECURITY_H, joystick, 1, button, 1
and the configuration window shows it as Joystick #2, which of course doesn't exist.
SINGLE_FULLAXIS, joystick, 1, axis, 1, 1
SINGLE_EMERGENCY, joystick, 1, button, 4
REVERSER_FULLAXIS, joystick, 1, axis, 3, -1
DOORS_LEFT, joystick, 1, button, 2
DOORS_RIGHT, joystick, 1, button, 3
SECURITY_S, joystick, 1, button, 6
SECURITY_A1, joystick, 1, button, 8
SECURITY_A2, joystick, 1, button, 0
SECURITY_F, joystick, 1, button, 7
SECURITY_G, joystick, 1, button, 5
SECURITY_H, joystick, 1, button, 1
and the configuration window shows it as Joystick #2, which of course doesn't exist.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
Also, in window mode (build 1.4.5.1429), the mouse capture has a couple of issues: first, the mouse gets snapped back whenever it ventures out of the window as long as the sim window is the topmost one. (I don't know if this is intentional, but it's very frustrating, as I have a 323 standing at Redditch as I'm writing this, and it keeps wanting my attention, even though the cab is shut down.)
Second, the capture mode seems a bit quirky - this still in window mode, window size being the default, i.e. I can see all the window edges. At first, if I start the capture by right-clicking on the center of the speedo, the camera rotates right and down, so that the top of the horn lever comes into view. This is slightly odd. Then I can check both cab door windows once. If I do it immediately a second time, the motion range is no longer sufficient to get the right-hand side window completely into view. The third time it's no longer possible to view the offside window at all, only the driver's side. If I then restore the default view by eye, right-click to end the capture, and start again by right-clicking on the center of the speedo, the view now shifts to the power/brake handle.
An idea for future development: making the panel controls clickable.
Second, the capture mode seems a bit quirky - this still in window mode, window size being the default, i.e. I can see all the window edges. At first, if I start the capture by right-clicking on the center of the speedo, the camera rotates right and down, so that the top of the horn lever comes into view. This is slightly odd. Then I can check both cab door windows once. If I do it immediately a second time, the motion range is no longer sufficient to get the right-hand side window completely into view. The third time it's no longer possible to view the offside window at all, only the driver's side. If I then restore the default view by eye, right-click to end the capture, and start again by right-clicking on the center of the speedo, the view now shifts to the power/brake handle.
An idea for future development: making the panel controls clickable.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
Experimenting with the sound issue on NWM routes using build 1.4.5.1429. Those routes which start at Maybank or Whitminster lack sounds at the start, whereas those starting at other places Norton etc. have playing sounds at the start. With the routes that do have sound they start at a position of many kilometers whereas those that don't have sound seems to start at positions of between 30 meters and 150 meters.
Also as I noted before the sound seems to return at a position of approximately 1850 meters, it doesn't seem to matter about the time taken to get there.
For me on my laptop this is reproducable and seems to not matter which train is being used.
Hope this information helps to trace the bug.
I also noticed that occasionally when pressing F10 the text didn't render.
Also as I noted before the sound seems to return at a position of approximately 1850 meters, it doesn't seem to matter about the time taken to get there.
For me on my laptop this is reproducable and seems to not matter which train is being used.
Hope this information helps to trace the bug.
I also noticed that occasionally when pressing F10 the text didn't render.
LabRatAndy- Posts : 101
Join date : 2011-08-29
Re: New OpenBVE Build- Testers Please
LabRatAndy wrote:Experimenting with the sound issue on NWM routes using build 1.4.5.1429. Those routes which start at Maybank or Whitminster lack sounds at the start, whereas those starting at other places Norton etc. have playing sounds at the start. With the routes that do have sound they start at a position of many kilometers whereas those that don't have sound seems to start at positions of between 30 meters and 150 meters.
Also as I noted before the sound seems to return at a position of approximately 1850 meters, it doesn't seem to matter about the time taken to get there.
For me on my laptop this is reproducable and seems to not matter which train is being used.
Hope this information helps to trace the bug.
I also noticed that occasionally when pressing F10 the text didn't render.
OK, so the NWM issue appears to be a very close relative of the one previously found. Specifically, if the time elapsed between updates is more than ~0.5s, then it causes the gain value to overflow back to zero.
NWM seems to be triggering this on slower computers, as when it renders the first frame, it loads an awful lot of textures etc.
I'm now discarding any value of zero, or more than 0.5s, which seems to solve the problem in both counts, although TBQH this is a nasty hack....
Current build:
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1471068.7z
Changes:
Fixes NWM sounds bug. (Again.....)
Changes the method by which joystick control repeats are handled- Buttons shouldn't infinitely repeat anymore. (Axis based controls may still do so, need to do some more testing on this?)
Small fix in mousegrab camera motion.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Thanks, the joystick repeat and mousegrab issues seem fixed now.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
_sando_ wrote:By the way, Chris, could you please restore the original OpenBve icons (main menu / loading screen etc.) -- the look a bit better than the current ones. Thank you.
They're icons to me, I hadn't actually noticed
They're stored under Data\In-Game\logo.png, and Data\Icon.bmp
I'm leaving them be at the moment, as this is the way modern design seems to be going (Material design, Windows 10.....), but I suppose if people are bothered, I can probably implement an option to change them from the menu
However, more interestingly for the next build I've implemented this:
Route.LoadingScreen(FileName.png) -
Allows route developers to set a custom loading screen image. FileName.png should be a .png, .bmp or .ace image, using a path relative to the current routefile directory. No transparency is supported in this image.
We can already set main menu images, so it seemed a logical addition
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Last edited by leezer3 on Wed Nov 25, 2015 12:17 am; edited 1 time in total
Re: New OpenBVE Build- Testers Please
Right, this build should properly fix joystick handling:
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1471349.7z
Changes:
Route.LoadingScreen added as per above.
Joystick axis handling changed (again) to use a modified version of the original OpenBVE code.
This doesn't fix the joystick detection issue under Linux, which I'm still investigating
Cheers
Chris Lees
http://www.bvecornwall.co.uk
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1471349.7z
Changes:
Route.LoadingScreen added as per above.
Joystick axis handling changed (again) to use a modified version of the original OpenBVE code.
This doesn't fix the joystick detection issue under Linux, which I'm still investigating
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Confirmed, now the train can be driven with the joystick again, as long as the pertinent lines are manually entered in controls.cfg.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
Another quasi-interesting change for route developers:
(Note- The speeds displayed are rounded up to the nearest whole number)
A small detail, but one that's been irritating me for ages- My speed posts are in mph, but it complains in km/h
I noticed it whilst joystick testing, and decided to do something whilst I was thinking about it!
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1480011.7z
Still fiddling with joysticks under Linux; I have the nasty suspicion that it's something to do with Windows forms, which are never the best under Mono.....
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Route.DisplaySpeed(Unit,ConversionFactor)
Allows route developers to set a custom unit of speed for use in display messages.
Unit should represent a textual string of the unit you wish to display, for example mph
ConversionFactor should represent the conversion factor between km/h and your custom unit of speed. For mph, this is 0.621371
(Note- The speeds displayed are rounded up to the nearest whole number)
A small detail, but one that's been irritating me for ages- My speed posts are in mph, but it complains in km/h
I noticed it whilst joystick testing, and decided to do something whilst I was thinking about it!
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1480011.7z
Still fiddling with joysticks under Linux; I have the nasty suspicion that it's something to do with Windows forms, which are never the best under Mono.....
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
As your build numbers increase, do remember that you're allowed to go past 1.4.10.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
Today's job was porting Route Viewer to OpenTK
I've also done a little work on it whilst I was doing this.
Route Viewer 1.4.4.0:
http://www.bvecornwall.co.uk/downloads/beta/RouteViewer.zip
Changes:
Ported to OpenTK.
Options window added ( F8 ) - This allows you to set the desired screen resolution, antialiasing and transparency modes as per OpenBVE. On first load, it will use OpenBVE's window mode settings, but will then store it's options in a separate file- UserData\Settings\options_rv.cfg
Route.DisplaySpeed and Route.LoadingScreen produce an 'Information' warning that they are not supported in versions below 1.4.4.0
Object Viewer is next on my list of things to port.
(Source is in the main repository)
Cheers
Chris Lees
http://www.bvecornwall.co.uk
I've also done a little work on it whilst I was doing this.
Route Viewer 1.4.4.0:
http://www.bvecornwall.co.uk/downloads/beta/RouteViewer.zip
Changes:
Ported to OpenTK.
Options window added ( F8 ) - This allows you to set the desired screen resolution, antialiasing and transparency modes as per OpenBVE. On first load, it will use OpenBVE's window mode settings, but will then store it's options in a separate file- UserData\Settings\options_rv.cfg
Route.DisplaySpeed and Route.LoadingScreen produce an 'Information' warning that they are not supported in versions below 1.4.4.0
Object Viewer is next on my list of things to port.
(Source is in the main repository)
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Just a note; I've been driving various routes and locomotives for a while, and I'm beginning to find the latest build (1.4.8.0011) quite usable now. The joystick is very nice as always (although issue #5 in github seems to persist from older versions; but it's always been there, and it's no big deal for me), and frame rates are quite good despite my meager GPU.
jsiren- Posts : 106
Join date : 2012-09-16
Re: New OpenBVE Build- Testers Please
Thanks for work with the Route Viewer as is very useful being able to view transparency with it rendered correctly as opposed to older versions and also being able to adjust the settings. There is problem with zoom in and out (0 and . keys on the numeric keypad) with it zooming in or out fast, flipping upside down and then zoom in or out the opposite direction to what the key should do.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
Rot
Must have made a typo somewhere, will look into that later.
In the meantime, I've now done Object Viewer as well:
http://www.bvecornwall.co.uk/downloads/beta/ObjectViewer.zip
I've got a nasty suspicion that the mouse movement is a little jerky, but would be interested to see what anyone else thinks.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Must have made a typo somewhere, will look into that later.
In the meantime, I've now done Object Viewer as well:
http://www.bvecornwall.co.uk/downloads/beta/ObjectViewer.zip
I've got a nasty suspicion that the mouse movement is a little jerky, but would be interested to see what anyone else thinks.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
I tried Object Viewer and it works well with Keyboard and mouse movement smooth. However you have not added a F8 label to the top of the window. But when I press F8 I do get the setting window. I note that there is no settings available for transparency so it does not render these properly. Also I note that the default Interpolation settings are different to those of Route Viewer with nearest neighbour selected instead of Anisotropic.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
Right, both actual bugs fixed, and the two downloads above have been updated.
Not sure what happened with Route Viewer; The version I uploaded seems to be broken on zoom, but my source was OK.....
The replacement build tests OK here.
Object Viewer wasn't actually loading the options file from disk, which never helps!
Have also added the key prompt to Object Viewer.
Transparency settings in Object Viewer are a little more difficult.
It uses a much stripped down version of the renderer, which doesn't actually have the transparency option implemented. It's current behavior is equivalent to that of the 'Sharp' setting.
I'm not doing too much to this at the moment, as I don't think it's really too big a deal, and I have a nasty suspicion that I'll end up rewriting the whole program to get this working.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Not sure what happened with Route Viewer; The version I uploaded seems to be broken on zoom, but my source was OK.....
The replacement build tests OK here.
Object Viewer wasn't actually loading the options file from disk, which never helps!
Have also added the key prompt to Object Viewer.
Transparency settings in Object Viewer are a little more difficult.
It uses a much stripped down version of the renderer, which doesn't actually have the transparency option implemented. It's current behavior is equivalent to that of the 'Sharp' setting.
I'm not doing too much to this at the moment, as I don't think it's really too big a deal, and I have a nasty suspicion that I'll end up rewriting the whole program to get this working.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
The zooming in Route Viewer works correctly now. With Object Viewer it works well except for transparency which on my system displays as a face without transparency with a single colour throughout the face and only when viewed close that the transparency can this viewed. It something I can put up as I only use to build objects.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Page 7 of 17 • 1 ... 6, 7, 8 ... 12 ... 17
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