openBVE 1.5.0 RC1 - BUGS
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Re: openBVE 1.5.0 RC1 - BUGS
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......
Should have fixed that.
I *don't* think there are any side effects, but stand to be corrected on that one......
Re: openBVE 1.5.0 RC1 - BUGS
Goes away to swear repeatedly
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.....
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.....
Re: openBVE 1.5.0 RC1 - BUGS
That seems to have fixed it. Fingers crossed!!!
(sorry about the swearbox, mine's pretty Bally feckin' full too).
(sorry about the swearbox, mine's pretty Bally feckin' full too).
Re: openBVE 1.5.0 RC1 - BUGS
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
Hijau
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
Hijau
HijauKuda- Posts : 102
Join date : 2012-01-18
Re: openBVE 1.5.0 RC1 - BUGS
Typo, fixed
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)
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)
Re: openBVE 1.5.0 RC1 - BUGS
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
Hijau
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
Hijau
HijauKuda- Posts : 102
Join date : 2012-01-18
Re: openBVE 1.5.0 RC1 - BUGS
A little bit of both I think
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:
Should now be fixed.
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.
Re: openBVE 1.5.0 RC1 - BUGS
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
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
HijauKuda- Posts : 102
Join date : 2012-01-18
Re: openBVE 1.5.0 RC1 - BUGS
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 Can provide a route file if needed.
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
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 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.
Re: openBVE 1.5.0 RC1 - BUGS
Got to it a week later, sorry
https://www.dropbox.com/s/ejz1psc39grrdnt/testroute.zip?dl=0
https://www.dropbox.com/s/ejz1psc39grrdnt/testroute.zip?dl=0
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
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.
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.
Re: openBVE 1.5.0 RC1 - BUGS
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.
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.
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
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:
Also, it uses commas as decimal points, messing up some values, example:
- Code:
<DriverPosition>0,2,46,2,8</DriverPosition>
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
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
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.
Re: openBVE 1.5.0 RC1 - BUGS
No problems, we all have these times when you can't even reach bve to at least just play
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.
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
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
Nailed both, thanks
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.....
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.....
Re: openBVE 1.5.0 RC1 - BUGS
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 )
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 )
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
Fixed, thanks
(The reversed statement was being interpreted too literally, and reversing wherever it was present....)
Also found an issue with your test train where it duplicated the cab incorrectly, fixed that too.....
Brake Notches:
I think you mean driver / actual / safety notches?
The safety notch is produced by the train plugin.
The driver notch represents the handle setting of the driver.
If the safety notch is lower than that of the driver, it will override it. If the driver notch is lower, it will be used.
The actual notch is what is actually used in the physics etc. calculations (as a rule anyways). This may be higher or lower than the other two, as it takes into account stuff such as the handle delay etc.
Otherwise, the loco brake notch is documented here:
https://bveworldwide.forumotion.com/t1536-new-feature-independant-loco-brake
(The reversed statement was being interpreted too literally, and reversing wherever it was present....)
Also found an issue with your test train where it duplicated the cab incorrectly, fixed that too.....
Brake Notches:
I think you mean driver / actual / safety notches?
The safety notch is produced by the train plugin.
The driver notch represents the handle setting of the driver.
If the safety notch is lower than that of the driver, it will override it. If the driver notch is lower, it will be used.
The actual notch is what is actually used in the physics etc. calculations (as a rule anyways). This may be higher or lower than the other two, as it takes into account stuff such as the handle delay etc.
Otherwise, the loco brake notch is documented here:
https://bveworldwide.forumotion.com/t1536-new-feature-independant-loco-brake
Re: openBVE 1.5.0 RC1 - BUGS
I meant the new settings in TrainEditor, where you can set different notch amount for handle and what I suppose is camshaft mechanism (like on, say, class 421 or 455, train acheiving constant acceleration at lower speeds by dropping resistance from the circuit in steps)
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
Another with CarXMLconvertor. It completely disregards [couplerN] in extensions.cfg, leading to messed up car lengths and cars moving against each other where they shouldn't. It's also still flipping bogie data, I patched it manually after the conversion. And brake systems don't seem to work correctly for each car when I check it with Ctrl+B.
Example: https://www.dropbox.com/s/91mmry6cny4sufw/MT24test1.zip?dl=0
You can use any extensions.cfg file provided to compare proper coupler gaps with what I got. (I recommend 3 car + 2 trailers formation, as it matches what's in train.xml)
Example: https://www.dropbox.com/s/91mmry6cny4sufw/MT24test1.zip?dl=0
You can use any extensions.cfg file provided to compare proper coupler gaps with what I got. (I recommend 3 car + 2 trailers formation, as it matches what's in train.xml)
Delsin- Posts : 313
Join date : 2016-08-20
Re: openBVE 1.5.0 RC1 - BUGS
Thanks, I think we've got those nailed down now.....
Couplers hadn't actually been implemented, but they are now
I've also fixed a bunch of other small oddities found in the process pertaining to doing unusual things in XML.
Couplers hadn't actually been implemented, but they are now
I've also fixed a bunch of other small oddities found in the process pertaining to doing unusual things in XML.
Re: openBVE 1.5.0 RC1 - BUGS
Thanks one little detail that doesn't seem very clear to me for now. If I set
to True, does that flip only car's direction or bogies get swapped and turned around as well? Analogy: does that parameter mean we lift the car up with the bogies and turn it by 180° or we lift the body off the bogies, flip it and put it back on them?
- Code:
<Reversed>
to True, does that flip only car's direction or bogies get swapped and turned around as well? Analogy: does that parameter mean we lift the car up with the bogies and turn it by 180° or we lift the body off the bogies, flip it and put it back on them?
Delsin- Posts : 313
Join date : 2016-08-20
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