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 16 of 17
Page 16 of 17 • 1 ... 9 ... 15, 16, 17
Re: New OpenBVE Build- Testers Please
The rotation bug keeps appearing in objects using multiple rotation commands for a single state, such as the 3D cab of the Class 323. In this case, the speedometer needle does not behave as expected. Here is the code so you can take a further look at it:
- Code:
[Object]
States = 3d_cab\speedometer_needle.csv, 3d_cab\speedometer_needle_dark.csv
StateFunction = if[hasPlugin == 1, !pluginstate[30], 0]
Position = -0.5505, 2.232, 11.452
RotateXDirection = -1, 0, 0
RotateXFunction = -3.678 + abs[speedometer[0]] * 0.0945
RotateYFunction = -1.11
RotateZFunction = -1.57
Marc Riera- Posts : 28
Join date : 2015-12-21
Location : Barcelona, Spain
Re: New OpenBVE Build- Testers Please
OK, found two more bugs, and fixed them.....
Getting the minor inclination to murder the loop setup at the minute, loops within loops within loops......
Diagnoses:
1. Position of the rotation loop was wrong, causing the rotation to only be applied to state 0 on an object with multiple states.
2. (323 cab bug) When an object has two rotations, one static and one non-static, it (Obviously in hindsight....) the non-static rotation doesn't expect the mesh to be pre-rotated.
I think everything now works, again the famous last words......
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Getting the minor inclination to murder the loop setup at the minute, loops within loops within loops......
Diagnoses:
1. Position of the rotation loop was wrong, causing the rotation to only be applied to state 0 on an object with multiple states.
2. (323 cab bug) When an object has two rotations, one static and one non-static, it (Obviously in hindsight....) the non-static rotation doesn't expect the mesh to be pre-rotated.
I think everything now works, again the famous last words......
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Chris, I've been playing around with the Package Management feature, and I would like to talk about what I found. First of all, this is a very important feature, I'm really glad that you decided to implement it.
First of all I tried to create a package, well, two, for that matter. The packages seem to be created without problems, though by default there was no extension to the freshly created package files. I saw that they should be ZIP files so I just renamed them.
Then I went on to install my packages. The installation went very well and the routes appeared as installed in the list of packages. Then I went to see where these installed packages are actualy located and found that they appear in Appdata/Roaming/openBVE/Legacy content. When I checked the directories there I saw that only a part of my packages was actually installed - only the object folder of one route. The Route and the Sound folders didn't get copied at all.
The other thing that I was trying to see is how to play installed packages, but I found no way to do it yet. I guess because the route files didn't get copied while installing the package.
So again, thanks a lot for this feature, it looks very good and surely it will make installing addons a lot easier.
PS I was about to translate the Package Management label in the left menu into Hungarian, but found it isn't in the language file yet. If/When you add it to the translation file I'd be happy to translate it.
First of all I tried to create a package, well, two, for that matter. The packages seem to be created without problems, though by default there was no extension to the freshly created package files. I saw that they should be ZIP files so I just renamed them.
Then I went on to install my packages. The installation went very well and the routes appeared as installed in the list of packages. Then I went to see where these installed packages are actualy located and found that they appear in Appdata/Roaming/openBVE/Legacy content. When I checked the directories there I saw that only a part of my packages was actually installed - only the object folder of one route. The Route and the Sound folders didn't get copied at all.
The other thing that I was trying to see is how to play installed packages, but I found no way to do it yet. I guess because the route files didn't get copied while installing the package.
So again, thanks a lot for this feature, it looks very good and surely it will make installing addons a lot easier.
PS I was about to translate the Package Management label in the left menu into Hungarian, but found it isn't in the language file yet. If/When you add it to the translation file I'd be happy to translate it.
Re: New OpenBVE Build- Testers Please
Could it be it wasn't copied because you already have it?
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: New OpenBVE Build- Testers Please
My Appdata/openBVE/Legacy content folder was empty before I installed the two packages. I had no other packages installed before.
Re: New OpenBVE Build- Testers Please
Hmm
The basic implementation is relatively complete in terms of packages, but I haven't even started thinking about the bugs yet......
This is where I think you probably went wrong:
Adding files to a package is a relatively simplistic process. Whilst it will automatically detect and create the correct folder structure for archive creation, it will not go looking for linked files.
In other words, to create a complete route package, from the Add Package Files screen, you would need to add the following folders:
I've just run a quick test packaging the Plymouth Route, and that seemed to work OK, if very slow.
Will need to see if I can get that any faster.....
If not might need to change creation/ extraction for a different library. Would quite like to keep SharpCompress though, as it extracts anything, and I'm hoping to add a 'legacy' archive installation mode......
Playing Packages:
The basic intention (At least to start with) is for packages to be installed into wherever you keep your OpenBVE content, and for routes etc. installed in this manner to be accessible from the main screen.
The Legacy Content directory was convenient and is hardcoded into OpenBVE- I just haven't got round to adding options for where to extract anything yet.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
The basic implementation is relatively complete in terms of packages, but I haven't even started thinking about the bugs yet......
This is where I think you probably went wrong:
Adding files to a package is a relatively simplistic process. Whilst it will automatically detect and create the correct folder structure for archive creation, it will not go looking for linked files.
In other words, to create a complete route package, from the Add Package Files screen, you would need to add the following folders:
Railway\Object\Your Route
Railway\Route\Your Route
Railway\Sound\Your Route
I've just run a quick test packaging the Plymouth Route, and that seemed to work OK, if very slow.
Will need to see if I can get that any faster.....
If not might need to change creation/ extraction for a different library. Would quite like to keep SharpCompress though, as it extracts anything, and I'm hoping to add a 'legacy' archive installation mode......
Playing Packages:
The basic intention (At least to start with) is for packages to be installed into wherever you keep your OpenBVE content, and for routes etc. installed in this manner to be accessible from the main screen.
The Legacy Content directory was convenient and is hardcoded into OpenBVE- I just haven't got round to adding options for where to extract anything yet.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
The packages created include all necessary files. By the way, I added the Railway folder when I was creating the package.
The issue seems to be when the program extracts the archives.
The issue seems to be when the program extracts the archives.
Re: New OpenBVE Build- Testers Please
phontanka wrote:The packages created include all necessary files. By the way, I added the Railway folder when I was creating the package.
The issue seems to be when the program extracts the archives.
Not sure....
Can you upload the archive somewhere for me to run in the debugger please?
I'm wondering if it doesn't like accented characters or something.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Fixed a whole bunch of package issues in today's build:
See whether your package works now
Known issues:
Cheers
Chris Lees
http://www.bvecornwall.co.uk
- Worker thread didn't automatically reset, meaning that operations could run twice if you tried to install a package immediately after creation. I think that's probably something to do with your bug, as it could have caused a whole bunch of nastyness....
- Sharpcompress version bumped, now a little faster and safer on Mono systems.
- Package install and uninstall now reports progress.
See whether your package works now
Known issues:
- I'm aware that there are a lot of translations missing, and the text alignment in the progress reports isn't always quite right.
- Dependencies *should* work, but I've not tested them as thoroughly as I'd like.
- No way to configure installation directories.
- The 'Other' package type is unfinished. (No default directory defined, still thinking about where to put them)
- No options page for packages.
- No way to override the archive structure if the auto-detection doesn't get it right.
- Compression type defaults to LZMA zip files, this will be changable between ZIP, tar.bz2 and RAR as that's what Sharpcompress has implemented. This means that packaged files are currently bigger than I'd like
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Bug found and worked around-
The LZMA extractor in SharpCompress doesn't like zero-byte files, so just don't archive these
This won't help if you manually create an archive, or fix archives already created with this bug, but nothing I can do about that
Will try and get this fixed in SharpCompress.
Have also now set the extractor to skip these files, which also fixes your original file
New build should be up shortly, no other changes.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
The LZMA extractor in SharpCompress doesn't like zero-byte files, so just don't archive these
New build should be up shortly, no other changes.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Some more small fixes under packages in tonight's build
One other change of note:
We now have a 'Check for Updates' button in the bottom left panel!
This is checking against the most recent stable build number, which remains 1.4.3.0, so this will only actually prompt that you have the most recent version.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
One other change of note:
We now have a 'Check for Updates' button in the bottom left panel!
This is checking against the most recent stable build number, which remains 1.4.3.0, so this will only actually prompt that you have the most recent version.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
A tickable button in the settings to instead make it look for dailies would be great!
Quork- Posts : 1438
Join date : 2012-05-05
Age : 33
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: New OpenBVE Build- Testers Please
It looks like the rotation bug keeps appearing, at least with RotateXFunction. Here is the code that is triggering the bug:
I have attached two pictures from ObjectViewer and the latest OpenBVE version so you can see the difference. The buttons rotated correctly are hard-coded in the panel object, that is why they are unaffected.
- Code:
[Object] ;Obrir portes esquerra
States = 3D\Cabina\Boto_Verd.csv, 3D\Cabina\Boto_VerdI.csv
RotateXFunction = 0.47
Position = 0.491, 1.855, 7.8725
StateFunction = leftDoorsTarget
I have attached two pictures from ObjectViewer and the latest OpenBVE version so you can see the difference. The buttons rotated correctly are hard-coded in the panel object, that is why they are unaffected.
- Attachments
Marc Riera- Posts : 28
Join date : 2015-12-21
Location : Barcelona, Spain
Re: New OpenBVE Build- Testers Please
Hmm, I can't reproduce this one.
Just tried using a quick hack of an oversize cube with your position/ rotation settings, which appears exactly as expected in both Object Viewer and openBVE.
Any chance of a link to the train please?
Edit:
If a WIP, this is a mistake I've made in the past- Are the rotations in both your states the same?
leftDoorsTarget will always return state 0 in Object Viewer (Doors closed), but generally speaking when first loading a route the train doors will be open, and hence returning state 1.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Just tried using a quick hack of an oversize cube with your position/ rotation settings, which appears exactly as expected in both Object Viewer and openBVE.
Any chance of a link to the train please?
Edit:
If a WIP, this is a mistake I've made in the past- Are the rotations in both your states the same?
leftDoorsTarget will always return state 0 in Object Viewer (Doors closed), but generally speaking when first loading a route the train doors will be open, and hence returning state 1.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
The train is a WIP, but there is a beta version available here: http://bvebarcelona.tk/files/FCMB_3000.zip
The rotation is the same for both states (the exact same button with different textures). It worked flawlessly in OpenBVE before the first changes to the static rotation code.
The rotation is the same for both states (the exact same button with different textures). It worked flawlessly in OpenBVE before the first changes to the static rotation code.
Marc Riera- Posts : 28
Join date : 2015-12-21
Location : Barcelona, Spain
Re: New OpenBVE Build- Testers Please
Your builds I have working quite well for me but I have noticed two small things. Sometimes the loading gets stuck at (I think!) 65% when it is loading the train and I get a small amount of stutter every few seconds. This stutter doesn't happen with 1.4.3 and happens on simple or complex routes using either built in Intel graphic or dedicated Nvidia graphics. I think it might be related to Windows 10 because if I recall correctly when I tried a recent build on my older Windows 7 machine I didn't see it as much.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
Marc Riera wrote:The train is a WIP, but there is a beta version available here: http://bvebarcelona.tk/files/FCMB_3000.zip
The rotation is the same for both states (the exact same button with different textures). It worked flawlessly in OpenBVE before the first changes to the static rotation code.
Your buttons display fine here. (Attached is what I see)
I'd try re-downloading the most recent build and see if that gets you anywhere; It did take a few attempts to get this 100%.......
I can't think that the routefile would be affecting things, but I can try testing with that as well if you let me know which you're using.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
- Attachments
Re: New OpenBVE Build- Testers Please
leezer3 wrote:Your buttons display fine here. (Attached is what I see)
I'd try re-downloading the most recent build and see if that gets you anywhere; It did take a few attempts to get this 100%.......
I can't think that the routefile would be affecting things, but I can try testing with that as well if you let me know which you're using.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Now this is strange. I have made a clean install of the most recent build (v1.4.119.30-travis) in a computer that has never had OpenBVE installed in it, and the rotation bug is there. It does not seem to depend on the route, I have tried 5-6 different ones (including FEVF, Bentschen M1 and LU District Line) and it always happens.
I wonder if it may be related to the number format of the operating system (given that your computer is in English and mine in Spanish). English uses a dot for decimals while Spanish uses a comma for the same purpose, and I remember having problems with files created by TrackGen because of this same reason. I know nothing about how OpenBVE does its internal calculations, but if it depends on locales, that may be the source of the issue.
This is just a guess, though. I will look at the source code myself later today and see if I can help you.
Marc Riera- Posts : 28
Join date : 2015-12-21
Location : Barcelona, Spain
Re: New OpenBVE Build- Testers Please
That makes sense
Whilst I still couldn't reproduce with my decimal separator set to a comma, have another try now with today's build- The static rotation/ translation number parsers should have been set to use the invariant culture, not falling back to the invariant culture.
https://github.com/leezer3/OpenBVE/commit/d718f6df9001576b84106a6290699c6068fdbb95
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Whilst I still couldn't reproduce with my decimal separator set to a comma, have another try now with today's build- The static rotation/ translation number parsers should have been set to use the invariant culture, not falling back to the invariant culture.
https://github.com/leezer3/OpenBVE/commit/d718f6df9001576b84106a6290699c6068fdbb95
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
leezer3 wrote:That makes sense
Whilst I still couldn't reproduce with my decimal separator set to a comma, have another try now with today's build- The static rotation/ translation number parsers should have been set to use the invariant culture, not falling back to the invariant culture.
https://github.com/leezer3/OpenBVE/commit/d718f6df9001576b84106a6290699c6068fdbb95
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Appears to be fixed now with this build! Hopefully this was the last possible bug related to rotation. Thank you!
Marc Riera- Posts : 28
Join date : 2015-12-21
Location : Barcelona, Spain
Re: New OpenBVE Build- Testers Please
With the stutter I have been getting it definitely not the settings I have used which are the same as what I have used with 1.4.3. It stillĀ happened even with draw distance down to 100m and changing the interpolation settings to the lowest settings possible justĀ to make sure.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: New OpenBVE Build- Testers Please
Small addition to today's build, another missing parameter for animation formulae:
I wanted this for use in the Western's cab, and briefly considered coding it into BVEC_ATS, but it makes far more sense to return it as a default variable
(IIRC uktrainsys has it coded in?)
Developer tools build has been updated:
http://vps.bvecornwall.co.uk/OpenBVE/Stable/developerTools_1.4.4.0.7z
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Klaxon - Returns the currently playing horn, as follows:
0: No horns are playing.
1: The primary horn is playing.
2: The secondary horn is playing.
3: The music horn is playing.
Note: If more than one horn is playing, the lowest index will be returned.
I wanted this for use in the Western's cab, and briefly considered coding it into BVEC_ATS, but it makes far more sense to return it as a default variable
(IIRC uktrainsys has it coded in?)
Developer tools build has been updated:
http://vps.bvecornwall.co.uk/OpenBVE/Stable/developerTools_1.4.4.0.7z
Cheers
Chris Lees
http://www.bvecornwall.co.uk
Re: New OpenBVE Build- Testers Please
Chris, I completely forgot where to look at the error messages that the sim gives you when you load a route... I am getting some warnings and I have no idea what is going on. Can you please remind me?
BTW - created my first train with revolving bogies, but guess what, the controls problem is back and I can do f*ck all... just sit around in the cab. So I cannot even see if the bogie is there. Reseting the controls does not help this time and I am really angry with it, it was working normally...
Re: New OpenBVE Build- Testers Please
Dexter wrote:Chris, I completely forgot where to look at the error messages that the sim gives you when you load a route... I am getting some warnings and I have no idea what is going on. Can you please remind me?BTW - created my first train with revolving bogies, but guess what, the controls problem is back and I can do f*ck all... just sit around in the cab. So I cannot even see if the bogie is there. Reseting the controls does not help this time and I am really angry with it, it was working normally...
Error messages are here:
- Code:
%AppData%\openBVE\Settings\log.txt
No idea why the controls aren't working for you, I can't think of anything off the top of my head.....
Creating a 'bug report' function which provides a neat archive of the previous log, control configuration and the current package database is probably something I need to look at.
Would make figuring out things much easier I suspect.
Cheers
Chris Lees
http://www.bvecornwall.co.uk
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