BVE WorldWide
Would you like to react to this message? Create an account in a few clicks or log in to continue.

openBVE 1.5.0 RC1 - BUGS

+29
Manuel18
Delsin
S520
Phonteus Nevolius
theflyingoreo
parker78
graymac
ebennekom
NakanoS
LabRatAndy
leezer3
jckhinks
Quork
call2
Stevegr
jorgecerezo
SysVR
BillEWS
buckysam
tof63
MattD6R
thehoviskid
phontanka
mobile1
Dj Hammers
Glory! koshikii
fas
Marc Riera
Dexter
33 posters

Page 17 of 21 Previous  1 ... 10 ... 16, 17, 18, 19, 20, 21  Next

Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Fri Nov 30, 2018 12:06 pm

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......

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by graymac Fri Nov 30, 2018 12:27 pm

Seems to work - haven't found any side effects just yet Positive
graymac
graymac

Posts : 2134
Join date : 2011-08-28
Location : Co Mayo, Eire

http://www.celtictrainsim.com

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by graymac Fri Nov 30, 2018 1:44 pm

Ooops, just found a wobbly!!
Piece of track is rendered very oddly! (it's TrackGen generated and several other sections all rendered the same and all are normal within the program)

openBVE 1.5.0 RC1 - BUGS - Page 17 Captur16
graymac
graymac

Posts : 2134
Join date : 2011-08-28
Location : Co Mayo, Eire

http://www.celtictrainsim.com

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Fri Nov 30, 2018 3:05 pm

Goes away to swear repeatedly Razz

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.....

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by graymac Fri Nov 30, 2018 4:48 pm

That seems to have fixed it. Fingers crossed!!!
(sorry about the swearbox, mine's pretty Bally feckin' full too).
graymac
graymac

Posts : 2134
Join date : 2011-08-28
Location : Co Mayo, Eire

http://www.celtictrainsim.com

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by HijauKuda Fri Jan 18, 2019 8:19 pm

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

HijauKuda

Posts : 102
Join date : 2012-01-18

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Sun Jan 20, 2019 1:25 pm

Typo, fixed Sad

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)

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by HijauKuda Sat Feb 02, 2019 7:15 pm

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

HijauKuda

Posts : 102
Join date : 2012-01-18

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Sat Feb 02, 2019 10:58 pm

A little bit of both I think Smile
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.

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by HijauKuda Sun Feb 03, 2019 3:21 pm

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

HijauKuda

Posts : 102
Join date : 2012-01-18

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Thu Feb 07, 2019 11:32 pm

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 Laughing Can provide a route file if needed.
Delsin
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Fri Feb 08, 2019 10:55 am

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  Laughing  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.

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Fri Feb 15, 2019 4:21 pm

Got to it a week later, sorry Laughing
https://www.dropbox.com/s/ejz1psc39grrdnt/testroute.zip?dl=0
Delsin
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Sat Feb 16, 2019 11:11 am

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.

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Mon Feb 18, 2019 12:17 am

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.
Delsin
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Sun Mar 10, 2019 4:51 pm

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>
Delsin
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Fri Mar 15, 2019 3:19 pm

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 Sad

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.

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Sat Mar 16, 2019 3:40 pm

No problems, we all have these times when you can't even reach bve to at least just play Wink

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
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Sun Mar 17, 2019 9:00 pm

Nailed both, thanks Smile

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.....

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Mon Mar 18, 2019 9:12 pm

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 Laughing )
Delsin
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Wed Mar 20, 2019 1:02 pm

Fixed, thanks Sad
(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

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Sun Mar 24, 2019 2:01 am

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
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Sun Mar 31, 2019 4:56 pm

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)
Delsin
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 Sun Mar 31, 2019 9:03 pm

Thanks, I think we've got those nailed down now.....
Couplers hadn't actually been implemented, but they are now Smile

I've also fixed a bunch of other small oddities found in the process pertaining to doing unusual things in XML.

leezer3

Posts : 1959
Join date : 2011-08-23

http://www.bvecornwall.co.uk

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin Mon Apr 01, 2019 10:26 pm

Thanks Very Happy one little detail that doesn't seem very clear to me for now. If I set
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
Delsin

Posts : 313
Join date : 2016-08-20

Back to top Go down

openBVE 1.5.0 RC1 - BUGS - Page 17 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by Sponsored content


Sponsored content


Back to top Go down

Page 17 of 21 Previous  1 ... 10 ... 16, 17, 18, 19, 20, 21  Next

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum