Openbve Central Line demo

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Openbve Central Line demo

Post by Ad1992 on Tue Dec 24, 2013 4:22 am

My sincerest apologies I know a lot of people are waiting for this.
I have been aiming to get this finished in time for Christmas but it still isn't ready yet.

At present the route is now complete from Shepherds Bush to Bank, however White City is still currently unfinished, and Liverpool Street isn't built yet. I have had next to no time free at the moment so progress has been slow. However I am now free again so I shall get to work on finishing the final station. I am also happy to say that finally White City is starting to get built now.

However as it is Christmas eve I have uploaded a new preview video of the route and train.
Consider it a Christmas present and a short preview of the trains more recent capabilities Wink

https://vimeo.com/82599933
https://vimeo.com/82598608


I am now aiming for January to finish the demo, but with the amount of detail going in to this route you can see why it has taken so long.

On behalf of Bve Western Region Merry Christmas and a happy new year.

 
Please have faith, we will get this demo finished as soon as we can.
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Re: Openbve Central Line demo

Post by Stephen Cross on Tue Dec 24, 2013 6:02 am

Hi,

Looking very tasty indeed.

Bye for now,

Stephen.
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Re: Openbve Central Line demo

Post by jack123 on Tue Dec 24, 2013 8:00 am

Wow!!!! That cab!! Oh my!!!! That's amazing every time I look you make it more and more real!!

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Re: Openbve Central Line demo

Post by Ad1992 on Tue Dec 24, 2013 12:50 pm

Thank you.

Since Vimeo does not have the caption ability I will explain the modes.

Most of the video is driven in ato because I am so impressed by the livelier approaches to stations.
From Lancaster Gate to Marble Arch I switched it to coded manual because I wanted to show off another feature now installed, the overspeed. If you speed over the target speed limit now an alarm will go off, and the train will brake to the corrrect limit.

Although we want to do a lot more with the train and route we feel that both are adequate enough for a preview demo. This video is the final preview of the demo before the release which as I said will hopefully be around January.

The next release will be a full version from the West of the line to the East. Further details will follow in the new year.

The Central line is only one of the projects we have planned for the future so watch this space.
I hope there are some fans of the London Overground Wink
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Re: Openbve Central Line demo

Post by hkmtrhah on Tue Dec 24, 2013 3:56 pm

Finally another people coding train plugin for London Underground trains Razz

The ATO is good (from what I can see on the video), and finally a better set of sounds for '92 stock Very Happy
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Re: Openbve Central Line demo

Post by Ad1992 on Tue Dec 24, 2013 9:31 pm

hkmtrhah wrote:Finally another people coding train plugin for London Underground trains Razz

The ATO is good (from what I can see on the video), and finally a better set of sounds for '92 stock Very Happy

Thanks I am really proud of the sound set. it is scarily like the real train now, so much so that you can't tell the difference between it and a youtube video.

The ATO and indeed ATP behaves like the real train. Smile
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Re: Openbve Central Line demo

Post by ecreek on Tue Dec 24, 2013 11:24 pm

This is remarkable work! You have breathed new life into OpenBVE. It doesn't need to get much better than that.

Michael

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Re: Openbve Central Line demo

Post by cris_smith14 on Wed Dec 25, 2013 4:03 am

mmmmmmmerry xmas and hope to get this i have been quiet myself but have a new route that is going to be great only a small one but all the same i will upload a pic in the new year.

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Re: Openbve Central Line demo

Post by Ad1992 on Wed Dec 25, 2013 2:13 pm

Thanks you too.
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Re: Openbve Central Line demo

Post by axlebox on Fri Dec 27, 2013 12:37 am

Excellent work Dan, you have a PM ;-)

Looks fantastic, we have much catching up to do!

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Re: Openbve Central Line demo

Post by sstockfan on Mon Dec 30, 2013 3:36 pm

Did I see the words "London Overground"? Oh my God yes!

Amazing work man. Nice too see such high-quality shizz in OpenBVE

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Re: Openbve Central Line demo

Post by Ad1992 on Tue Jan 14, 2014 2:39 am

I hope everyone is having a nice new year so far.

My apologies it looks like this may not be done in time for January. Although it is certainly getting closed to finished now thankfully!

In terms of what is left to do it is just a tiny bit of work on the 92 stock atp which should be sorted any day now, and Liverpool Street, the sidings, and White City which I am still waiting on..


Just to give you an idea of how near it is to being ready these are some screenshots for you.

I am currently working on Liverpool Street



A now finished Bank MIND THE GAP!



Last but not least something of White City, as you can see it is getting there now.






Ignore the map, for some reason the vertex has messed up on it.



Please continue to be patient this demo should be ready very soon now. So watch this space Wink
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Re: Openbve Central Line demo

Post by VishnuB on Wed Jan 15, 2014 12:34 am

Excellent work, Dan! I really love the way it looks. Will there be passengers and people in the route at some point?
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Re: Openbve Central Line demo

Post by Ad1992 on Wed Jan 15, 2014 1:47 am

I will stick some generic passengers in for the demo, but for the full release I have a few new ideas regarding passengers.
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Re: Openbve Central Line demo

Post by VishnuB on Wed Jan 15, 2014 3:17 am

Sounds interesting, may I guess? Is one of your ideas animated passengers?
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Re: Openbve Central Line demo

Post by Dexter on Wed Jan 15, 2014 4:14 am

Some simple passenger animations actually are possible. I am working on an idea of the passengers at least disappearing from the platform when the train stops in the given station. That is not difficult to do at all. Here's what we can use (and what needs to be taken into consideration):

1) When we pass the passenger with our train, the trackdistance of our train to the passenger goes to negative values.
2) When the train stops in that station, its actual speed is zero.
3) In order for the passenger to board the train, the door has to be open.

Given these three facts, we can create a state change of the passenger (visible vs. invisible):


Code:
[Object]
Position = 0, 0, 0
States = VisiblePassenger.csv, InvisiblePassenger.csv
StateFunction = if[trackDistance<0 & speedometer=0 & (doors*[0]=1), 1, 0]



The operator "&" means all three conditions need to be met before the state of the passenger changes to 1, while the default state (with conditions unmet) is 0.
*doors = usually needs definition of the appropriate doors to be open in the given station (left or right).

The code might not be perfect, it is just a raw idea and it is yet to be tested.
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Re: Openbve Central Line demo

Post by Ad1992 on Wed Jan 15, 2014 11:50 am

In other words when you open the doors the passenger object vanishes. This is the sort of thing I was thinking about as I know animated passengers are possible. But what good are moving passengers if they don't disappear. Your code is quite similar to the way something else in our route uses, except of course for the need for the doors.
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Re: Openbve Central Line demo

Post by Dexter on Wed Jan 15, 2014 10:08 pm

Ad1992 wrote:In other words when you open the doors the passenger object vanishes. This is the sort of thing I was thinking about as I know animated passengers are possible. But what good are moving passengers if they don't disappear. Your code is quite similar to the way something else in our route uses, except of course for the need for the doors.

Yes Sir. Smile  I have looked into the documentation and polished the code a bit. Not tried in praxis, but this code should be functioning as intended:

Code:
[Object]
Position = 0, 0, 0
States = VisiblePassenger.csv, Null.csv
StateFunction = if[((trackDistance[0]<=0) & (speed[0]==0) & (doors>=0)), 1, 0]

Looks complicated, but it's not...

For "trackDistance" and "Speed" I am referring to car 0, since the very first car is always present and also, The value for TrackDistance needs to be considered in reference to the beginning of the train. Now, the thing is, once we close the door and depart the station, the above defined conditions won't be met, so the passengers will appear again. I need to work on that.
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Re: Openbve Central Line demo

Post by Greater Anglia Metro on Tue Jan 21, 2014 9:52 am

Is there a way of relating the object (& number of passengers) to the pre train? For example if you run 5 mins late you have packed platforms, but if you catch up with the train in front you have relatively empty platforms?
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Re: Openbve Central Line demo

Post by Dexter on Tue Jan 21, 2014 9:07 pm

I don't think so... according to the documentation there is no such function included...
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Re: Openbve Central Line demo

Post by hkmtrhah on Tue Jan 21, 2014 10:30 pm

Quite good idea to implement in openBVE in the future but simply no.
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Re: Openbve Central Line demo

Post by buckysam on Wed Jan 22, 2014 5:46 pm

Greater Anglia Metro wrote:Is there a way of relating the object (& number of passengers) to the pre train? For example if you run 5 mins late you have packed platforms, but if you catch up with the train in front you have relatively empty platforms?
The way I see it is that the number of passengers increases until a train stops at the station. What you are talking about should already be occurring if I'm right. If you're late, there will be more passengers becuase the game will continue to increase the count until it reaches a specified limit (for performance reasons) or until a train stops there.

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Re: Openbve Central Line demo

Post by Dexter on Wed Jan 22, 2014 7:00 pm

Maybe, Buckysam, but we are trying to find the way to visualize the people.
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Re: Openbve Central Line demo

Post by leezer3 on Thu Jan 23, 2014 12:02 am

Dexter wrote:
Ad1992 wrote:In other words when you open the doors the passenger object vanishes. This is the sort of thing I was thinking about as I know animated passengers are possible. But what good are moving passengers if they don't disappear. Your code is quite similar to the way something else in our route uses, except of course for the need for the doors.

Yes Sir. Smile  I have looked into the documentation and polished the code a bit. Not tried in praxis, but this code should be functioning as intended:

Code:
[Object]
Position = 0, 0, 0
States = VisiblePassenger.csv, Null.csv
StateFunction = if[((trackDistance[0]<=0) & (speed[0]==0) & (doors>=0)), 1, 0]

Looks complicated, but it's not...

For "trackDistance" and "Speed" I am referring to car 0, since the very first car is always present and also, The value for TrackDistance needs to be considered in reference to the beginning of the train. Now, the thing is, once we close the door and depart the station, the above defined conditions won't be met, so the passengers will appear again. I need to work on that.


Actually quite simple-
Setup your distance to be less than or equal to approx +20m, and when the train passes the station, your distance will head into the positive and they won't re-appear Smile

IMHO, as I've said before, it's more problematic getting the timing right for getting them into the train and then disappearing completely that's the issue.
Thinking about things further from the last thread, you need effectively three triggers-
Distance of the train is less than or equal to approx 20m from the station (To allow for overshoots)- Your station signal needs to be placed further than this 20m distance.
A forced red signal at the station, and a trigger that the signal state is *red* for the passengers to be visible.
A speed trigger to move them when you stop.

Thus:
The signal is red as you approach, and the passengers are visible.
You stop at the station, and the speed= 0 moves the passengers to the train.
The signal changes to green, and the objects vanish- The movement speed needs to be carefully times so that the passengers enter the train just before the signal changes.
You pass +20m distance, and now both the green signal and distance triggers are met, so your passengers will still be hidden.
Finally, you pass the signal and it changes to red. Your green signal trigger is no longer met, but the distance trigger now keeps your passengers hidden Smile

Not going to work the code out at the moment, but basic code is simple enough, it's just a matter of getting the timing right on the movement into the train.
(Slight expansion on my previous post on the subject http://bveworldwide.unlimitedboard.com/t927-animated-passengers ; I'd forgotten that a second distance based trigger is needed as the signal will change to red again when you pass it)

Cheers

Chris Lees

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Re: Openbve Central Line demo

Post by JLE Creator (old) on Wed Jan 29, 2014 1:19 pm

when is this route going to be released??

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Re: Openbve Central Line demo

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