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Rainfall for OpenBVE

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HijauKuda
LXQt
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Post by LXQt Sun Dec 01, 2019 3:20 am

So I've come across some old 2009 openBVE development blog, and they mentioned that they hope rainfall will be a built-in feature in OpenBVE. So is it possible to implement this feature? Will it affect fps alot? Or actually is rainfall possible with animated objects?(Without rain splashing to train's interior), thanks!
LXQt
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Post by graymac Sun Dec 01, 2019 11:54 am

Back when BVE was a "cab-view" only sim, and when the "raindrop" function in the panel2 cab was sufficiently good for the job, I'd say it was a useful feature with not much demand on resources.
Some people have moved towards the .animated cab within the OpenBVE format, and that's a different matter. A lot has changed since 2009 and I don't suppose rainfall has been high up anyone's list of priorities. Heaven knows there's few enough routes being newly made as it is, so I doubt you'll be shown any new revelations at present.
I don't much bother with raindrops, and I live in one of the wettest places in Europe!!  Rolling Eyes
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Post by HijauKuda Mon Dec 02, 2019 11:40 am

Sir LXQt
I did long ago find many years ago made in the year 2001 the old route of the Australia Kurrajong for the BVE
with the rain and the lightning and the thunder
It is still a download available of at this webpage downlink internet site
http://bve_fan.tripod.com/bvefan/id3.html

Good day and night for you
Hijau

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Post by Dexter Fri Dec 06, 2019 9:03 pm

I believe we should probably try to find ways how to make developong for the sim easier first, then add new features. What is the use of new features, if there's nobody to develop anything for them to be applied...
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Post by graymac Fri Dec 06, 2019 10:27 pm

I believe we should probably try to find ways how to make developing for the sim easier first, then add new features. What is the use of new features, if there's nobody to develop anything for them to be applied...

I'd agree with that. There needs to be new creators otherwise there's no point - too little being made for too long by too few. Those who have produced work can't keep it up forever, I certainly won't.
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Post by JW555 Fri Dec 06, 2019 11:39 pm

Having come back to BVE recently after about 18 years away my top three things that are most difficult about route developing are in no particular order:

. the need to get to grips with geometry again, especially if aiming for a real life route

. Spending too much time getting 3d objects just right myself when there already exist ones by others which would do the job, but which are hard to find and extract from another route

. Setting a target of too big a route.

The main thing though is the amount of time. Many people probably make a start but move on to sonething else before they get anywhere near publication.




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Post by Dexter Sat Dec 07, 2019 3:16 pm

JW555 wrote:The main thing though is the amount of time.  Many people probably make a start but move on to sonething else before they get anywhere near publication.

Spot on.
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Post by leyland1195 Sat Dec 07, 2019 9:35 pm

I used to play BVE4 in 2008 and also Openbve when it got released but never used to be interested in actually trying to make anything, But now I have returned in 2019 after doing my computer science degree at university and knowing how addons are made is really interesting and have sparked so much creation into me, I mean I am still getting to grips with everything but I just love coding track and objects its just so rewarding spending an hour or two typing and seeing your work come to life!, Its such a shame the BVE scene is dying because of Train simulator / Train sim world, But they are a money hungry company doing it for profit hardly if any enjoyment, Wheres the BVE Community creators do it because they are enthusiastic about a certain route/train and do it for free, Its such as a more enjoyable place to be! , I am slowly learning coding for OpenBve and been loving it!, Because its a learning curve …… I created some track the other day and was like wow and felt like I have really worked hard and achieved something amazing! , But for now I am going to continue learning and I just wish the community would grow again and become so popular like it was back in the day!

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Post by graymac Wed Dec 11, 2019 12:23 pm

I'll agree with JW555 - time is the biggest ingredient. I'm a fast worker* and my last route (Portarlington) took me six months working 50-60hrs a week. That was 42 miles, 11 stations (inc one very big one), and a route variation in the middle (down fast or down slow). So 1,200 hours or more to complete would take somebody a long time if they could only spare an hour or two a day.
But that's always been the nature of the thing, it relies on people making huge efforts to create what we have, it's just that so few have the time or the commitment to succeed in finishing a route.

[ *  now retired from slaving for a living, I used Photoshop since 1994 in the "day job", so I can knock out textures at great speed, a huge advantage ]
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