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 13 of 17
Page 13 of 17 • 1 ... 8 ... 12, 13, 14, 15, 16, 17
Re: New OpenBVE Build- Testers Please
That very much suggests to me that you're missing a Direct X redistributable.
The crash is because it can't find the Xinput DLL on your machine. I'm not surprised the crash log is empty, as absolutely nothing has spun up yet (You're crashing on about the 3rd line of code )
I'd try installing the June 2010 DirectX redistributable as a first port of call.
https://www.microsoft.com/en-gb/download/details.aspx?id=8109
The 'Unable to find a version of the runtime' error is a minor head-scratcher. Need a debugger attached to this one, as something's funny.
I will test this on an XP VM with a debugger attached though and see what I get. Been on my list for a couple of weeks, but Christmas kinda got in the way....
Cheers
Chris Lees
http://www.bvecornwall.co.uk
The crash is because it can't find the Xinput DLL on your machine. I'm not surprised the crash log is empty, as absolutely nothing has spun up yet (You're crashing on about the 3rd line of code )
I'd try installing the June 2010 DirectX redistributable as a first port of call.
https://www.microsoft.com/en-gb/download/details.aspx?id=8109
The 'Unable to find a version of the runtime' error is a minor head-scratcher. Need a debugger attached to this one, as something's funny.
I will test this on an XP VM with a debugger attached though and see what I get. Been on my list for a couple of weeks, but Christmas kinda got in the way....
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
OK, update:
The SDL2 backend appears to work correctly on Windows XP, with the only issue being that the main menu joystick configuration doesn't work. (Use the in-game menu)
To use this, add an x86 copy of SDL2.dll to the program folder.
Will test the DirectX redistributable linked above in a minute.
Update 2:
Installing DirectX makes the program work without SDL2.dll, joysticks are detected, *but* they don't work.
The SDL2.dll you require is here:
http://libsdl.org/release/SDL2-2.0.4-win32-x86.zip
I'll file a bug with OpenTK, but I make no promises as to whether anything gets done. XP is as I've already noted borderline for support at best
Cheers
Chris Lees
http://www.bvecornwall.co.uk
The SDL2 backend appears to work correctly on Windows XP, with the only issue being that the main menu joystick configuration doesn't work. (Use the in-game menu)
To use this, add an x86 copy of SDL2.dll to the program folder.
Will test the DirectX redistributable linked above in a minute.
Update 2:
Installing DirectX makes the program work without SDL2.dll, joysticks are detected, *but* they don't work.
The SDL2.dll you require is here:
http://libsdl.org/release/SDL2-2.0.4-win32-x86.zip
I'll file a bug with OpenTK, but I make no promises as to whether anything gets done. XP is as I've already noted borderline for support at best
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Last edited by leezer3 on Wed Jan 06, 2016 12:44 am; edited 1 time in total
Re: New OpenBVE Build- Testers Please
I managed to get the latest version to crash three times in a row with a crash log of (first crash):
This happens when I minimize the program and then reopen the window using either the taskbar or the minimize button on the window. It doesn't happen when I switch windows without minimizing the program window. This was tested all 3 times using the same Cheltenham route as in the error log. I also tried my WIP, Cross City South, and the 7.10 NWM and they do the same thing with a message of "Unhandled Exception: MainLoop: GL_INVALID_VALUE"
- Code:
6/01/2016 10:08:28 AM
OpenBVE 1.4.27.1301 Crash Log
Program is running on the Windows backend
Current routefile is: C:\openbve\openbve Route and Train Content\Railway\Route\Cheltenham\1000chelt-andoversford - Class 25.csv
Current train is: C:\openbve\openbve Route and Train Content\Train\Class25_open
Current train plugin is: UKDt.dll
Current track position is: 5598.45 m
Current viewing distance is: 1000
The exception caught was as follows:
System.InvalidOperationException: MainLoop: GL_INVALID_VALUE
at OpenBve.MainLoop.CheckForOpenGlError(String Location)
at OpenBve.OpenBVEGame.OnRenderFrame(FrameEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at OpenBve.MainLoop.StartLoopEx(MainDialogResult result)
at OpenBve.Program.Main(String[] args)
This happens when I minimize the program and then reopen the window using either the taskbar or the minimize button on the window. It doesn't happen when I switch windows without minimizing the program window. This was tested all 3 times using the same Cheltenham route as in the error log. I also tried my WIP, Cross City South, and the 7.10 NWM and they do the same thing with a message of "Unhandled Exception: MainLoop: GL_INVALID_VALUE"
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
Matt-
I know what's crashing from that, and the probable cause although if I recall correctly, that function shouldn't actually be being called unless in the debugger.
(Specifically, that function should be called in debug mode *only* to check for OpenGL errors, and it generates an exception deliberately to call up the VS debugger)
I'll take a proper look tomorrow with your reproduction instructions
Cheers
Chris Lees
http://www.bvecornwall.co.uk
I know what's crashing from that, and the probable cause although if I recall correctly, that function shouldn't actually be being called unless in the debugger.
(Specifically, that function should be called in debug mode *only* to check for OpenGL errors, and it generates an exception deliberately to call up the VS debugger)
I'll take a proper look tomorrow with your reproduction instructions
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Thanks for your attention to this!!!! Will this when I am next at the museum.leezer3 wrote:OK, update:
The SDL2 backend appears to work correctly on Windows XP, with the only issue being that the main menu joystick configuration doesn't work. (Use the in-game menu)
To use this, add an x86 copy of SDL2.dll to the program folder.
Will test the DirectX redistributable linked above in a minute.
Update 2:
Installing DirectX makes the program work without SDL2.dll, joysticks are detected, *but* they don't work.
The SDL2.dll you require is here:
http://libsdl.org/release/SDL2-2.0.4-win32-x86.zip
I'll file a bug with OpenTK, but I make no promises as to whether anything gets done. XP is as I've already noted borderline for support at best
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Dj Hammers- Posts : 80
Join date : 2012-05-08
Age : 28
Location : United States
Re: New OpenBVE Build- Testers Please
Build of the day is 1.4.29.1110
This introduces an experimental option to hopefully combat the Out of Memory error ecreek is seeing: Unload unused textures
When an object is unloaded by the renderer, any textures no longer in use will be unloaded from memory.
(The sim has always simply loaded textures into memory as required, and never unloads them)
This negates the Load in advance option.
From my brief and non-scientific testing, this has a minimal to no FPS impact, but chops several hundred megabytes off RAM usage with complex routes.
I'd appreciate testing, as this has the potential to cause blank or wrong textures if something gets unloaded at the wrong time.
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1.4.29.1110.7z
http://vps.bvecornwall.co.uk/OpenBVE/OpenBVE_1.4.29.1110.7z
New string for this option:
Cheers
Chris Lees
http://www.bvecornwall.co.uk
This introduces an experimental option to hopefully combat the Out of Memory error ecreek is seeing: Unload unused textures
When an object is unloaded by the renderer, any textures no longer in use will be unloaded from memory.
(The sim has always simply loaded textures into memory as required, and never unloads them)
This negates the Load in advance option.
From my brief and non-scientific testing, this has a minimal to no FPS impact, but chops several hundred megabytes off RAM usage with complex routes.
I'd appreciate testing, as this has the potential to cause blank or wrong textures if something gets unloaded at the wrong time.
http://www.bvecornwall.co.uk/downloads/beta/OpenBVE_1.4.29.1110.7z
http://vps.bvecornwall.co.uk/OpenBVE/OpenBVE_1.4.29.1110.7z
New string for this option:
- Code:
[Options]
....
advanced_unload_textures = Unload unused textures
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Opens in "window" mode OK but error when switching to full screen by ctrl+F:
Attempting to start in full screen mode produces error:
(HP 7800, Intel Core2, Windows 7)
Attempting to start in full screen mode produces error:
(HP 7800, Intel Core2, Windows 7)
Re: New OpenBVE Build- Testers Please
Whilst I don't get the crashes, I have seen objects lacking textures which then reappear as you approach them. I also saw a few objects with wrong textures on them which again seamed to correct as they are approached. I also noticed that textures sometimes disappeared and became white coloured faces.
LabRatAndy- Posts : 101
Join date : 2011-08-29
Re: New OpenBVE Build- Testers Please
The crash I was getting no longer happens but the window stays black for a few seconds after I reopen the window but that might be related to my machine.
I do get the problem when switching to full screen mode with the error message of "an error occurred whilst attempting to switch to fullscreen mode. Please check your fullscreen resolution settings." This error message displays a few times afterwards with the program staying in window mode but doesn't crash.
I don't get as many problems with the textures on several routes (less detailed routes). But on NWM I did get missing textures and also this sometimes appears only when you are near it and also incorrect textures that correctly render on approaching the texture. I did have a problem loading a NWM route but that only happened once where it stuck loading the train at I think 62.8 % and closing the window gave two error messages but was not written to the error file.
I do get the problem when switching to full screen mode with the error message of "an error occurred whilst attempting to switch to fullscreen mode. Please check your fullscreen resolution settings." This error message displays a few times afterwards with the program staying in window mode but doesn't crash.
I don't get as many problems with the textures on several routes (less detailed routes). But on NWM I did get missing textures and also this sometimes appears only when you are near it and also incorrect textures that correctly render on approaching the texture. I did have a problem loading a NWM route but that only happened once where it stuck loading the train at I think 62.8 % and closing the window gave two error messages but was not written to the error file.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
The texture unloading definitely isn't stable at the minute, but it looks to be working at least acceptably.
I can't reproduce either issue at present, but the windowed mode issue will be because the sim deliberately unloads all textures when switching to windowed mode (This is something Michelle added, and whilst I can't see anything immediately obvious that would require this, I don't like removing things on spec) and I'd guess it's trying to unload a texture that is no longer in memory.
Should be able to handle that
I suspect the other issues are probably due to animated files. I'm doing more digging.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
I can't reproduce either issue at present, but the windowed mode issue will be because the sim deliberately unloads all textures when switching to windowed mode (This is something Michelle added, and whilst I can't see anything immediately obvious that would require this, I don't like removing things on spec) and I'd guess it's trying to unload a texture that is no longer in memory.
Should be able to handle that
I suspect the other issues are probably due to animated files. I'm doing more digging.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Texture unloading also appears to occur when its not selected and load in advance option is selected.
LabRatAndy- Posts : 101
Join date : 2011-08-29
Re: New OpenBVE Build- Testers Please
- Code:
[errors]
critical_file = Wystąpił krytyczny błąd przy wczytywaniu pliku [file].
filesystem_invalid = Brak dostępu do lub błędna konfiguracja systemu plików z następującego powodu:
warning = Uwaga:
controls_missing = Nie znaleziono pliku konfiguracji sterowania.
controls_oldversion = Znaleziono konfigurację klawiszy starej wersii programu.
controls_reset = Aktualna konfiguracja klawiszy została przywrócona do domyślnej.
controls_default_oldversion = Plik domyślnej konfiguracji klawiszy należy do starej wersii programu.
controls_default_missing = Plik domyślnej konfiguracji klawiszy nie istnieje.
sound_openal_version = Wymagane jest OpenAL 1.1. Zdajesz się mieć wersię 1.0.
sound_openal_context = Nie udało się utworzyć 'OpenAL context'.
sound_openal_device = Nie udało się otworzyć 'OpenAL sound device'.
fullscreen_switch1 = Wystąpił błąd przy próbie przejścia w tryb pełnoekranowy.
fullscreen_switch2 = Proszę sprawdzić swoje ustawienia rozdzielczości trybu pełnoekranowego.
- Code:
[errors]
critical_file = Beim Parsen der Datei [file] ist ein kritischer Fehler aufgetreten.
filesystem_invalid = Die Konfiguration des Dateisystems konnte nicht geöffnet werden oder ist fehlerhaft. Grund:
warning = Warnung:
controls_missing = Keine Steuerungskonfigurationsdatei gefunden.
controls_oldversion = Tastaturkonfiguration einer älteren Programmversion gefunden.
controls_reset = Die Tastatureinstellungen wurden auf Voreinstellungen zurückgesetzt.
controls_default_oldversion = Die Standardtastatureinstellungsdatei ist für eine ältere Programmversion.
controls_default_missing = Die Standardtastatureinstellungsdatei ist nicht vorhanden.
sound_openal_version = OpenAL 1.1 wird benötigt; es scheint OpenAL 1.0 vorhanden zu sein.
sound_openal_context = Der 'OpenAL context' konnte nicht eröffnet werden.
sound_openal_device = Das 'OpenAL sound device' konnte nicht geöffnet werden.
fullscreen_switch1 = Beim Versuch, in den Vollbildmodus zu wechseln, ist ein Fehler aufgetreten.
fullscreen_switch2 = Bitte die eingestellte Vollbildauflösung kontrollieren.
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: New OpenBVE Build- Testers Please
I had unloading deselected and load in advance selected when I did the testing of the texture unloading.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
Still having trouble with joysticks on Mac
I'm using a Saitek throttle quadrant. I put SDL2.dll in the openbve folder where SDL.dll was. No dice. No response to joystick movement when on the in-game customize controls screen.
Also, on the in-game customize controls screen, there is no way to assign key combinations such as CTRL-E, Shift-L, etc.
I also get relatively frequent crashing when loading routes. Here's a sample crash:
Process: mono-sgen32 [11706]
Path: /Library/Frameworks/Mono.framework/Versions/Current/bin/mono
Identifier: openbve.trainsimcentral.co.uk
Version: 1.4.2 (1.4.2)
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible: mono-sgen32 [11706]
User ID: 501
Date/Time: 2016-01-21 04:35:43.918 -0500
OS Version: Mac OS X 10.11.2 (15C50)
Report Version: 11
Anonymous UUID: 26C0F62D-6AB7-C83E-C257-AF8DD78D3238
Sleep/Wake UUID: 320B9FD4-DAAA-4FAF-8301-0090333865D8
Time Awake Since Boot: 110000 seconds
Time Since Wake: 4900 seconds
System Integrity Protection: enabled
Crashed Thread: 11
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
VM Regions Near 0:
-->
__TEXT 0000000000005000-0000000000321000 [ 3184K] r-x/rwx SM=COW /Library/Frameworks/Mono.framework/Versions/4.2.1/bin/mono-sgen32
I'm using a Saitek throttle quadrant. I put SDL2.dll in the openbve folder where SDL.dll was. No dice. No response to joystick movement when on the in-game customize controls screen.
Also, on the in-game customize controls screen, there is no way to assign key combinations such as CTRL-E, Shift-L, etc.
I also get relatively frequent crashing when loading routes. Here's a sample crash:
Process: mono-sgen32 [11706]
Path: /Library/Frameworks/Mono.framework/Versions/Current/bin/mono
Identifier: openbve.trainsimcentral.co.uk
Version: 1.4.2 (1.4.2)
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible: mono-sgen32 [11706]
User ID: 501
Date/Time: 2016-01-21 04:35:43.918 -0500
OS Version: Mac OS X 10.11.2 (15C50)
Report Version: 11
Anonymous UUID: 26C0F62D-6AB7-C83E-C257-AF8DD78D3238
Sleep/Wake UUID: 320B9FD4-DAAA-4FAF-8301-0090333865D8
Time Awake Since Boot: 110000 seconds
Time Since Wake: 4900 seconds
System Integrity Protection: enabled
Crashed Thread: 11
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
VM Regions Near 0:
-->
__TEXT 0000000000005000-0000000000321000 [ 3184K] r-x/rwx SM=COW /Library/Frameworks/Mono.framework/Versions/4.2.1/bin/mono-sgen32
Dj Hammers- Posts : 80
Join date : 2012-05-08
Age : 28
Location : United States
Re: New OpenBVE Build- Testers Please
OK, so to note, I haven't got quite as far as posting a build here recently......
However, as those watching the Github repository will know, a *lot* of work has been going on!
The most interesting changes since the last build:
Automatically generated builds may be found here:
http://vps.bvecornwall.co.uk/OpenBVE/Builds/
Package management still isn't ready (yet), which is the main reason I haven't officially posted anything, but I thought it was important to post the auto-generated build URL
Cheers
Chris Lees
http://www.bvecornwall.co.uk
However, as those watching the Github repository will know, a *lot* of work has been going on!
The most interesting changes since the last build:
- General stability considerably improved. (Specifically, a lot of obscure stuff that would have resulted in crashes or odd behavior fixed- For example, zero-length train.dat files are now nicely handled....)
- Crash logging improved.
- Loading screen and in-game menu re-written by mgavioli - Thanks! (Generally looks a lot nicer, and the mouse now works in the menu)
- A build is now auto-generated whenever new code is pushed to GitHub.
Automatically generated builds may be found here:
http://vps.bvecornwall.co.uk/OpenBVE/Builds/
Package management still isn't ready (yet), which is the main reason I haven't officially posted anything, but I thought it was important to post the auto-generated build URL
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Thank you so much for all of your efforts in updating the program. There are thousands here across the pond who are forever grateful!
Dj Hammers- Posts : 80
Join date : 2012-05-08
Age : 28
Location : United States
Re: New OpenBVE Build- Testers Please
It's no problem- Rather enjoying this now
I might not be a developer of Michelle's calibre, but significant progress has been made, and I've got others interested in testing and helping too, and things are going somewhere!
For the record, a list of contributors over the last few months:
Anyone who can code (Even a little!) C#, translate or make it crash reliably is most welcome to come and contribute!
I've added getting Travis-CI to make a nightly Mac build to my list of things to do (Shouldn't be hard, but those yml files are a right pain.....)
Cheers
Chris Lees
http://www.bvecornwall.co.uk
I might not be a developer of Michelle's calibre, but significant progress has been made, and I've got others interested in testing and helping too, and things are going somewhere!
For the record, a list of contributors over the last few months:
Thanks! wrote:mgavoli
JakubVanek
Quork
MarcRiera
v1993
Anyone who can code (Even a little!) C#, translate or make it crash reliably is most welcome to come and contribute!
I've added getting Travis-CI to make a nightly Mac build to my list of things to do (Shouldn't be hard, but those yml files are a right pain.....)
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Thanks for your efforts with this work, it so good to see this happening. I have been using Route Viewer and Object Viewer for several months for my WIP route and it has been working very well using the versions you posted a few months ago. In that time I have not used the older versions of both of those programs which unlike yours displayed transparency incorrectly.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
No trouble.
Both of those are relatively feature-complete TBQH- You want all the interesting stuff attached to your trains!
I have fixed one small bug in Route Viewer (Error message mis-aligned with one error), but nothing else on those two recently.
Adding the total number of polygons/ textures for the scene as per the F10 display in the main program is on the list of things to be sorted out, but it's minor enough I haven't got that far yet.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Both of those are relatively feature-complete TBQH- You want all the interesting stuff attached to your trains!
I have fixed one small bug in Route Viewer (Error message mis-aligned with one error), but nothing else on those two recently.
Adding the total number of polygons/ textures for the scene as per the F10 display in the main program is on the list of things to be sorted out, but it's minor enough I haven't got that far yet.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Dj Hammers wrote:Thank you so much for all of your efforts in updating the program. There are thousands here across the pond who are forever grateful!
Small update:
The nightly builds now generate a Mac app, correctly packaged in a .DMG file
(Absolute pig to get right, but there we go!)
I've tested this on the Hackintosh VM, and it appears to work as designed, although obviously requires you to disable code signing enforcement.
Since you've got a 'real' Mac, any chance of you testing it properly?
Edit:
Today's most recent daily build *should* fix the issues with 'Unload Unused Textures'
I've altered the approach taken with these, plus added a hefty ~20s waiting period before a texture is unloaded.
http://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2016-03-15.tar.gz
Will try and get a Mac version of this posted later, as the build failed for no reason I can see, and I've got to go to work
(The version of OpenBVE-2016-03-15.dmg timestamped 13:54 doesn't contain these changes)
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Wonderful! Will test tonight!
Dj Hammers- Posts : 80
Join date : 2012-05-08
Age : 28
Location : United States
Re: New OpenBVE Build- Testers Please
Mac build succeeded second time round (Don't ask me why.....)
http://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2016-03-15.dmg
Should be timestamped 15:14.
Same launch scripts etc. as the one posted earlier in the thread, so should nag about Mono etc. if not installed.
Appears to work OK on the Hackintosh VM, but the graphics on it are too slow for it to be of any real use testing.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
http://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2016-03-15.dmg
Should be timestamped 15:14.
Same launch scripts etc. as the one posted earlier in the thread, so should nag about Mono etc. if not installed.
Appears to work OK on the Hackintosh VM, but the graphics on it are too slow for it to be of any real use testing.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Note of the day:
I've spent most of the last two days chasing joystick issues with Linux/ Mac
http://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2016-03-22.tar.gz
http://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2016-03-22.dmg
If you're on a Linux/ Mac and your joystick wasn't being detected, this will with any luck fix the issue for you, although you may need to move the stick slightly once for the program to recognise it.
Note:
This build still has the 32 button, 8 axis limit, although it should prompt you to disconnect the stick
I have an open pull request with OpenTK to get this increased.
If this is the case, please download this copy of OpenTK.dll & place in the program directory:
http://vps.bvecornwall.co.uk/OpenBVE/OpenTK.zip
Cheers
Chris Lees
http://www.bvecornwall.co.uk
I've spent most of the last two days chasing joystick issues with Linux/ Mac
http://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2016-03-22.tar.gz
http://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2016-03-22.dmg
If you're on a Linux/ Mac and your joystick wasn't being detected, this will with any luck fix the issue for you, although you may need to move the stick slightly once for the program to recognise it.
Note:
This build still has the 32 button, 8 axis limit, although it should prompt you to disconnect the stick
I have an open pull request with OpenTK to get this increased.
If this is the case, please download this copy of OpenTK.dll & place in the program directory:
http://vps.bvecornwall.co.uk/OpenBVE/OpenTK.zip
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
tested on Mac, newest build works wonderfully!! Will test with joysticks when I get home. Had a few friends who actually operate the NYC Subway museum stock try out the program, they love it and send their regards! We all thank you!
REALLY looking forward to the package management feature. This will make it SO much easier to install 3rd party add ons. I assume a program that will create packages for the package management system will be released in due time?
REALLY looking forward to the package management feature. This will make it SO much easier to install 3rd party add ons. I assume a program that will create packages for the package management system will be released in due time?
Dj Hammers- Posts : 80
Join date : 2012-05-08
Age : 28
Location : United States
Re: New OpenBVE Build- Testers Please
Everything will be integrated into the main program, into the Package Management tab you see at the bottom.
(This is not currently very functional, check the PackageInstaller branch on Github for the working stuff)
Most things work at the minute-
Package install and basic creation works, I just need to work out a lot of kinks, plus try and get the dependancy situation functioning at least passably well.
There are a whole bunch of things I'm fiddling with at the moment, just need more time to deal with them all
Perhaps the most significant:
We've got moving bogies working properly with no hacks, and they will be in a release soon, but sooner or later, the train.dat & extensions.cfg will be relegated to legacy addons only.
A little technical discussion and stuff here:
https://github.com/leezer3/OpenBVE/issues/50
Developers may also be interested in the list of implemented extra functionality here:
https://github.com/leezer3/OpenBVE/wiki/Compatibility-Notes
Most of these are what I'd consider to be oversights/ missing functions from the original rather than truly new concepts mind
At present, I'd classify the daily builds as reasonably stable. I *think* that we've fixed just about everything I broke during the porting process, but stand to be corrected on that front!
Cheers
Chris Lees
http://www.bvecornwall.co.uk
(This is not currently very functional, check the PackageInstaller branch on Github for the working stuff)
Most things work at the minute-
Package install and basic creation works, I just need to work out a lot of kinks, plus try and get the dependancy situation functioning at least passably well.
There are a whole bunch of things I'm fiddling with at the moment, just need more time to deal with them all
Perhaps the most significant:
We've got moving bogies working properly with no hacks, and they will be in a release soon, but sooner or later, the train.dat & extensions.cfg will be relegated to legacy addons only.
A little technical discussion and stuff here:
https://github.com/leezer3/OpenBVE/issues/50
Developers may also be interested in the list of implemented extra functionality here:
https://github.com/leezer3/OpenBVE/wiki/Compatibility-Notes
Most of these are what I'd consider to be oversights/ missing functions from the original rather than truly new concepts mind
At present, I'd classify the daily builds as reasonably stable. I *think* that we've fixed just about everything I broke during the porting process, but stand to be corrected on that front!
Cheers
Chris Lees
http://www.bvecornwall.co.uk
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