openBVE 1.5.0 RC1 - BUGS

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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Sun Mar 19, 2017 12:01 pm

leezer3 wrote:
Delsin wrote:Tested old-style one-sound horns again and they don't work as specified. It doesn't just shoot the sound, you need to hold button down for some time or you get the sound "cut". Can you revert to the original behaviour for one-sound horns?

Sorry, this is still slightly broken Sad

1.4.3 and previous builds were somewhat more broken though- Holding down the button in these repeatedly triggered the sound, causing a constant repeating effect, although the sound did run till the end....


Well it's okay then, take your time Wink it's better than previously now anyway.
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Sun Mar 19, 2017 12:05 pm

OK, build from today should now fix the stopping horns Smile

It's possible to get a slight overlap if you trigger the horn again whilst the sound is still completing, but this is inevitable...

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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Sun Mar 19, 2017 1:16 pm

leezer3 wrote:OK, build from today should now fix the stopping horns Smile

It's possible to get a slight overlap if you trigger the horn again whilst the sound is still completing, but this is inevitable...
Yay thanks!
Overlaps like in 1.4.3 are okay, I don't even think that's a problem Very Happy
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Re: openBVE 1.5.0 RC1 - BUGS

Post by Glory! koshikii on Sun Mar 19, 2017 1:23 pm

leezer3 wrote:This sim diverged from plain BVE many years ago when Michelle introduced external views and animated files.
openBVE probably isn't the absolute best name anymore, but unfortunately the 'brand' is recognised (150+ hits a day just from Google search on the main site).
I'm working towards implementing many of BVE5's features, but frankly it's got just as many limitations (Albeit different ones) as BVE4 had Smile

Just because OpenBVE diverged from the original BVE, it doesn't have to ignore new Bve releases. Plus, open-source clones are not the exact same thing as the original. OpenTTD has improved upon, but still plays like the old Transport Tycoon. OpenRCT2 has added cheats, more customization options and some other little things over RollerCoaster Tycoon 2. Haiku is based on BeOS but has gotten much needed improvements, such as package management, subpixel rendering, vector icons, modern programs...

External cameras and animated objects are indeed nice features, but if you ignore them, you have a less glitchy and more friendly BVE 4. Heck, there probably are people out there that use OpenBVE as a drop in replacement for BVE 2 / 4 possibly because they are running Windows Vista (eurgh) or newer, OS X or Linux or are intimidated by the lack of information in 4. What if these people want to play Bve 5 routes? Add them to their library and realise they're more broken than cars in scrap yards?

The OpenBVE brand has a slightly negative light on it according to the Japanese. They think it's BVE 2 / 4 for newer computers, as there are very few japanese routes that use OpenBVE exclusive technology. Not adding Bve 5 support might burn our image even more because people will think we are late or self-centered or "right-wingers".

Adding Bve 5 support will help, not only the confused players, but also ourselves. It'll give a familiar interface to something new, giving a sense of comfort. I can say I have been slightly weirded out at times with Bve 5. It'll help us because we'll gain knowledge and wisdom, we'll be able to make much more dynamic things, not only in routes, but also with the program itself. Trains following a non-0 rail, with sound, is really hard work, but it pays off. Look at Tama Monorail, oncoming trains, cars running on the street below. Tokyu Toyoko Line, participating in a quad track, racing with the other Hiyoshi-bound train, an F-liner for Shibuya, Kotake-Mukaihara and Kotesashi three tracks over, or the Keihan Keishin Line, with cars running on avenues, and even racing them on the street-running section before Hamaotsu. Nevermind the object, signal, sound lists and timetable (er, the station list) as separate files.

Bve 5 support in OpenBVE is a no-brainer indeed, so why are you not for it? The game doesn't have to become Bve 5, you know. What it was to BVE 2, it can be the same to Bve 5. Cross platform, open-source Bve 1~5 with some additions. So the question remains: will OpenBVE deserve its name in the future?
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Re: openBVE 1.5.0 RC1 - BUGS

Post by Delsin on Sun Mar 19, 2017 1:34 pm

It's really good to see some BVE5 features coming to Open. I'm looking forward for the new train data format and things like proper rheostatic control.

Speaking of bugs, found a small, but fun one: when you jump to the next station, the release part of the horn sounds  Very Happy
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Re: openBVE 1.5.0 RC1 - BUGS

Post by Quork on Sun Mar 19, 2017 3:03 pm

What exactly would be the sense in constantly making an open source freeware clone to a closed source freeware software? Also I'm not sure Mackoy'd be happy about this. Whether it'd be sensible to have support for BVE 5-addons or not can be discussed, but the main direction of OpenBVE should not be cloning BVE 5! Also the Japanese market never cared much for OpenBVE, just like "ClosedBVE" never cared much for the rest of the world, so the opinion on OpenBVE in Japan isn't really of high relevance for all I can see.
Here in Germany, there's a saying: "Namen sind Schall und Rauch", which literally translates as "names are sound and smoke" and originates in Goethe's "Faust I" (Goethe is one of the most important German poets) and means "names are nothing but hollow words". If I remember correctly, already Michelle wasn't exactly happy with the name, but was stuck with it out of the same reasons Chris is now: The brand is too popular to change.
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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Sun Mar 19, 2017 5:52 pm

Quork wrote:What exactly would be the sense in constantly making an open source freeware clone to a closed source freeware software? Also I'm not sure Mackoy'd be happy about this. Whether it'd be sensible to have support for BVE 5-addons or not can be discussed, but the main direction of OpenBVE should not be cloning BVE 5! Also the Japanese market never cared much for OpenBVE, just like "ClosedBVE" never cared much for the rest of the world, so the opinion on OpenBVE in Japan isn't really of high relevance for all I can see.
Here in Germany, there's a saying: "Namen sind Schall und Rauch", which literally translates as "names are sound and smoke" and originates in Goethe's "Faust I" (Goethe is one of the most important German poets) and means "names are nothing but hollow words". If I remember correctly, already Michelle wasn't exactly happy with the name, but was stuck with it out of the same reasons Chris is now: The brand is too popular to change.

Spot on Smile

Michelle was trying to rebrand to TrainsimFramework about the time she left, but this really wasn't successful, and she was meeting resistance from the community.

BVE5:
I have a BVE5 route parser which works tolerably for converted BVE2 / BVE4 routes, but in order to make anything more complex work correctly, there are all kinds of missing features, both in the parser itself, and in openBVE as a whole. (For example, BVE5 requires object based backgrounds)
I'm not sure that some people realize quite how different the two programs are behind the similar veneer......


Edit:
I was a little bored, so a few BVE5 images:

Tyne Valley (Very simple BVE4 route, run through Mackoy's converter)
This works pretty much perfectly.


Keisei (Mackoy's stock route)

Works reasonably, but the track on curves is broken, and there's no interpolation at the minute.



Random Japanese route I had floating around.
The basic track path and standard objects work OK, but somewhat broken otherwise.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Mon Mar 20, 2017 12:28 pm

Delsin wrote:It's really good to see some BVE5 features coming to Open. I'm looking forward for the new train data format and things like proper rheostatic control.

Speaking of bugs, found a small, but fun one: when you jump to the next station, the release part of the horn sounds  Very Happy

Fixed Smile
That wasn't actually the horn directly, it just exposed that one- The menu select key (ENTER) keyup event wasn't being blocked correctly, and the horn is mapped to ENTER also.

Edit:
I've just added an errata note documenting the current state of the horn changes and my reasoning:
https://github.com/leezer3/OpenBVE/wiki/Errata#horn-behavior

The music horn behaviour is subject to discussion/ change at this point.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Wed Mar 22, 2017 2:04 pm

Still thinking about the music horn changes Smile

However, today's build adds another small sound extra: Run Index dependent pointwork sounds.
This requires no changes to your existing sound configurations, but may be assigned by adding extra lines to your [Switch] section as follows:
Code:
[Switch]
0 = Point.wav
1 = Point1.wav
etc...

If the switch sound is undefined, it will revert to that from index zero.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by theflyingoreo on Thu Mar 23, 2017 11:11 am

Hi Chris

With the latest build (1.5.0.10) I've been getting a few of these

"Unhandled Exception

Cannot Load counter name data because an invalid index " was read from the registry"

I've had this error on a few older routes like Bay Park and some of the newer routes such as the 6 train from BVEStation.

Not sure if I'm missing anything because in the older builds, they've loaded without error.

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Re: openBVE 1.5.0 RC1 - BUGS

Post by leezer3 on Thu Mar 23, 2017 11:56 am

Hmm...

I've found something I can reproduce in the BVE4 versions of Bay Park, but not the BVE2.

This should have been a problem for a while though (Introduced with RailCycles), so I'm not sure if it's the same thing you're seeing.
Either way, this one has been fixed now.

Try today's build and see if that helps Smile
If not, please see if it's creating a crash log- 'Report Problem' on the bottom left. The error you're getting suggests that it's actually crashing within the crash handler (Specifically when I try to get the system specs)

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Re: openBVE 1.5.0 RC1 - BUGS

Post by theflyingoreo on Thu Mar 23, 2017 10:40 pm

All good now with Bay Park, should've mentioned it was the BVE4 version.

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Re: openBVE 1.5.0 RC1 - BUGS

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